LORDS OF TIME
Joins our range of acclaimed pure-text puzzle adventures, at £9.90, for:
BBC 32K COMMODORE 64 SPECTRUM 48K LYNX 48K NASCOM 32K ORIC 48k ATARI 32K
ADVENTURE
REVIEWS
"Adventures which have a
fast response time, are
spectacular in the amount
of detail and number of
locations, and are available
to cassette owners . . I am
extremely impressed . . The
Level 9 Adventures are
superbly designed and
programmed, the contents
first rate. The implementa-
tion of Colossal Cave
(Adventure) is nothing short
of brilliant; rush out and buy
it. While you're at it, buy
their others too. Simply
smashing!"
-SOFT, Sept 83
\ 4
I found Dungeon
exceedingly well planned
and written, with a fast
response. There are well
over 200 locations and the
descriptions are both
lengthy and interesting. The
objects number about 1 00.
It could therefore take
some months to explore
the whole network, giving
many hours of enjoyment in
the process."
-C&VG, Sept 83
"The descriptions are so
good that few players could
fail to be ensnared by the
realism of the mythical
worlds where they are the
hero or heroine . . great fun
to play."
-Which Micro?, Aug 83
"My appetite has been
whetted and I intend to get
my own copy (of Snowball)
to play."
-What Micro?, Dec 83
MIDDLE EARTH ADVENTURES
1: COLOSSAL ADVENTURE
A complete, full size version of the classic mainframe game
"Adventure" with 70 bonus locations added.
2: ADVENTURE QUEST
Centuries have passed since the time of Colossal Adventure
and evil armies have invaded The Land. The way is long and
dangerous; but with cunning you can overcome all obstacles
on the way to the Black Tower, source of their demonic
power, and destroy it.
3: DUNGEON ADVENTURE
The trilogy is completed by this superb adventure, set in the
Dungeons beneath the shattered Black Tower. A sense of
humour is essential!
THE FIRST SILICON DREAM ADVENTURE
1: SNOWBALL
The first of Pete Austin's second trilogy. The giant colony
starship, Snowball 9, has been sabotaged and is heading for
the sun in this massive game with 7000 locations.
ADVENTURE
REVIEWS
"This has to be the bargain
of the year. If adventures
are your game then this
(Colossal Adventure) is
your adventure."
-HCW,5Sept83
"Colossal Adventure is
simply superb. Anyone who
wishes to use adventures in
an educational setting
really must use and see this
program as it emulates
Crowther and Wood's
masterpiece so well. For
those who wish to move
onto another adventure of
similar high quality,
Dungeon Adventure is to be
recommended. With more
than 200 locations, 700
messages and 100 objects
it will tease and delight!"
- Educational Computing, Nov 83
Colossal Adventure is
included in Practical
Computing's Top 10 games
choice: "Poetic, moving and
tough as hell."
-PC, Dec 83
"To sum up, Adventure
Quest is a wonderful
program, fast, exciting and
challenging. If you like
adventures then this one is
for you"
-NILUG#1.3
"Colossal Adventure . . For
once here's a program that
ives up to its name . . a
masterful feat. Thoroughly
recommended"
- Computer Choice, Dec 83
"wholly admirable"
- Your Computer, Sept 83
THE LORDS OF TIME SAGA
7: LORDS OF TIME
Our congratulations to Sue Gazzard for her super design for
this new time travel adventure through the ages of world
history. Chill to the Ice-age, go romin' with Caeser's legions,
shed light on the Dark Ages etc. etc. We'll be selling this
game mail-order from January 1 st.
Price: £9.90 each (inclusive)
Level 9 adventures are available from good computer shops,
or mail-order from us at no extra charge. Please send order,
or SAE for catalogue, to:
LEVEL 9 COMPUTING
Dept V, 229 Hughenden Road, High Wycombe, Bucks
HP135PG
Please describe your Computer
■
r\ nmicro
Editor
Graham Cunningham
Assistant Editor
Carmel Anderson
Software Editor
Graham Taylor
itetet Sfobentumrs
Tony Bridge
Mike Grace
Editorial Secretary
Cleo Cherry
Advertisement Manager
David Lake
Advertisement Executive >
Simon Langston
Administration
Theresa Lacy
Managing Editor
Brendon Gore
Publishing Director
Jenny Ireland
Telephone number
(all departments)
01-437 4343
UK address
Micro Adventurer, 12-13 Little Newport
Street, London WC2R 3LD
US address
Micro Adventurer, c/o Business Press
International, 205 East 42nd Street, New
York, NY 10017
Subscriptions
UK £10.00 for 12 issues, overseas surface
(excluding US and Canada) £16 for 12
issues, US and Canada air-lifted US$33.95
for 12 issues.
Micro Adventurer is published monthly by
Sunshine Books, Scot Press Ltd. Typesetting by
In-Step Ltd, 77 Farringdon Road, London
EC1. Printed by Eden Fisher (Southend) Ltd,
Southend-on-Sea, Essex. Distributed by SM
Distribution, London SW9 (telephone 01-274
8611, telex: 261643). ISSN 0265-4156.
Registered at the Post Office as a newspaper.
© Sunshine Books 1984.
ADVENTURES • WAR GAMES • SIMULATIONS
SUNSHINE
Letters
5 Software Inventory
24
Your opinions on adventures, a place to
turn to for help, and some advice from
fellow adventurers
Want to know what the new releases are?
Look no further, here you'll find Pirate for
the Spectrum and the Epic series for the
BBC and a war game for the Atari, among
others
News 7
Puffin launch two more fighting fantasy
game books, Deathtrap Dungeon and the
Island of the Lizard King, two adventure
clubs have been formed, one is for BBC
users, plus war game, simulation and
adventure details
The role of your life
30
Bob (Tollman looks at the range of role-
playing games available and how they have
developed
Adventure File
35
Number One revealed
12
A comprehensive list of war games,
simulations and adventures, which
includes suppliers and the prices of
programs for an assortment of
machines.
Your Adventures 44
A program from a reader, S A Wilkinson,
called Quest for the Spectrum challenges the
player to embark on a treasure hunt for five
precious keys
Mike Grace believes he knows who Number
One is in the television series The Prisoner
and explains why
Game writing for beginners 14
Andv Mitchell tells how the most
inexperienced games authors can write an
adventure program
Adventure Help/Contact
49
Tony Bridge looks at some of the problems
readers have had with The Hobbit and Inca
Curse and supplies encoded clues for those
who want help
Competition Corner
50
Monster bashing
22
Lyman Alpha looks at the pros and cons of
fighting monsters in Dungeon and Dragons
and solving problems in adventure programs
Tisch is eager to retrieve the past glory
dragons once held and she needs you to help
her win back the runic rings of power. And
for your trouble you could win one of
the 20 Space Shuttle simulations from
Microdeal.
EDITORIAL
ONE OF THE LAWS of quantum science, at the subatomic level, is that if you want to
measure something's speed exactly, there's no way you can do the same for its position.
And vice versa. The explanation is that an electron's location can only be measured at
[he expense of its motion being indeterminably disrupted, for example by the measuring
instrument used. This uncertainty principle raises the interesting possibility that millions
of different worlds are being created all the time because any individual's observation of
an action indeterminably disrupts that action. It's also got immediate implications for
computers. For example, the principle is said to be creating problems for 64K chip
designers, while other researchers have tried to put this "uncertainty" to profit in
Josephson junction chips. However, IBM has recently decided to drop its research into
these super-fast switching devices.
There are lots of other interesting concepts in quantum science but let's stick with the
first one for the moment and try applying it to the new Sinclair QL machine. After all, if
Sir Clive can call his new micro a quantum leap, we're entitled to play the game of
analogies as well. Announcing the machine made it easy to plot its position, but the
speed with which it will make its way towards you is harder to assess (especially allowing
for the strange sense of time which seems to exist around Sinclair). The QL's networking
facilities, memory size and back-up storage make it possible to achieve some of the
effects only talked about so far. It would be pretending at this stage to state exactly what
will be done with these capabilities. For example, the extra memory could go towards
more ingenious graphics or more realistic text-based adventures. Or perphaps the QL will
pave the way towards multi-player games — with players taking on different roles and the
computer itself playing a convincing range of characters.
As adventures moved down from mainframes to micros a host of programming skills
were developed and applied. Just try imagining what can be done as programmers learn
to extend their repertoires even further. And so back to the beginning: if we know where
we are now, we don't know how fast we are travelling. But the ride certainly promises to
be exciting.
March 1984 Micro Adventurer 3
Hflvevou B€€n invoLV€D in pi
mVSTCRIOUS
ivolved in
n mains
rmanent
f sources
»y it while
DIGITAL
24 NORBRECK ROAD, NORBRECK
BLACKPOOL, LANCS. FY5 1 RP
TEL. (0253) 591402 ■
ii sum until imiiiiiy
Send your hints,
successes,
complaints and
compliments to
Letters Page, Micro
Adventurer, 12-13
Little Newport St,
London WC2R 3LD
One's number
is up
I WAS interested to read Mike
Grace's article on The Prisoner
in your December issue.
But I must point out that
Mike Grace is under a mis-
conception. The Prisoner was
not conceived by Patrick
McGoohan, even if he was the
executive producer of the series
and did direct some of the
episodes.
The creator of The Prisoner
was, in fact, my client George
Markstein who, as Mike Grace
will have noted from the
credits, story edited the first 12
episodes as well.
The pilot script, Arrival, was
also written by George
Markstein (with David
Tomblin who was the
producer). And it was George
Markstein who was responsible
for "the concept and mood of
the whole series" which, as
Mike Grace correctly states,
"is set in the first few
minutes."
Further, the dialogue quoted
in the article was written by
George Markstein and, if you
look closely enough, you will
actually see Mr Markstein
sitting behind the desk on
which the prisoner's fist
crashes down in every pre-title
sequence. Therefore, as you
will realise, George Markstein
is No 1 !
It might be of interest to
some of your readers to learn
that this agency, which has
represented writers of the
calibre of George Markstein
for more than 10 years, is now
taking on the representation of
software writers too.
We would like to hear from
anyone who has the kind of
programming imagination and
talent that created The
Prisoner, so, if there's
anybody out there who fits the
bill they should contact me.
Jacqui Lyons,
Marjacq Scripts Limited,
32 Cumberland Mansions,
Nutford Place,
London.
A Quill for
children
I BUY Micro Adventurer
regularly as I believe that
simulations and games have an
important part to play in
computer-assisted learning
with children.
Could I ask through your
columns if anybody has
produced a simple skeleton-
module adventure program
that children could modify?
The Quill is a little too difficult
for them. The educational
potential for creative English is
considerable.
P D Fiddler,
Finham Junior Mixed School,
Green Lane,
Coventry.
Cryptic
clues
I CAN understand the
difficulty of how far to go
when giving help for
adventures. Giving a direct
answer could spoil the pleasure,
in working out a particular
problem. But one could go
round and round making the
same silly mistake when all that
is needed is a nudge in a
slightly different direction to
solve the problem.
How about starting a
column of cryptic clues
supplied by readers who have
solved an adventure and can
help out in the two or three or
more really sticky situations.
I am at present battering
through Adventure Quest by
Level 9 Computing (fantastic
programs) and to give an
example I would say 'To
dispose of the Giant you must
first climb a tree'.
If your readers could send in
some of these clues after
solving an adventure I am sure
that it would give a lot of help
as well as providing interesting
reading.
M Maloney,
Beverley Road,
Livertowe.
WE APPRECIATE your
problem. In fact some readers
do write in with clues to
adventures which we publish
on this page (see below). If you
have no luck here you could try
the adventure contact section
at the back of the magazine
where someone might be
familiar with the game you're
doing.
Gollum's
riddle
AM I the only person who
seems to know the answer to
Gollum's riddle in The
Hobbit? Which animal has
four feet in the morning, two
at midday, and three at
evening? It's obvious, man.
(Baby crawling, man, old man
with stick . . .)
However, telling Gollum this
does not placate him and he
strangles me nonetheless. It's
much easier to kill the nasty
little creep to begin with.
A friend of mine has dis-
X wish you would tidy up after your
adventure games, Sidney ! "
covered that you can get and
carry both Elrond and Bard.
Carrying Elrond with you can
be quite useful as he
continuously distributes free
lunches. And, to be honest,
carrying Bard is the only way
I've found of getting him to the
Lonely Mountain. There must
be a better way.
Finally, I enjoyed the article
on The Prisoner. Also, I think
I've finally figured out what's
going on. In the James Bond
film Thunderball the
SPECTRE organisation has
both a Number One and a
Number Two. Alas, they did
not show No One's face, but
from the voice I suspect it was
either Norman Tebbit or
Barbara Cartland.
Come to think of it, Patrick
McGoohan is pretty much the
sort of thing you'd get if you
left Sean Connery in a vat of
embalming fluid and hair
restorer for a few months.
Obviously, McGoohan will be
busted out of The Village in the
near future by a crack squad of
Albanian acrobats disguised as
Judy Garland.
Gethyn Jones,
Caernarfon,
Gwynedd.
Programmer
thanked
I WAS very gratified to see a
reference to Lords of Time in
your January 1984 issue of
Micro Adventurer.
But I would like to make it
clear to your readers that while
the design of the game was
mine, most of the hard work
(programming) was done by
Pete Austin of Level 9
Computing.
Sue Gazzard,
Harrow,
Middx.
Nosferatu
revamped
WE have noted the comments
in your review of Nosferatu in
the December 1983 issue of
Micro Adventurer, page 23,
and would like to adviser
readers that we now have the
, final published version of this
adventure game — minus the
couple of bugs you mention.
Andy Hieke,
Terminal Software,
Manchester.
March 1984 Micro Adventurer 5
■ • • ■ •
- • -
• ■ ■
.......
■ • ■ •
• . . •
» • • • • ■ • • i
• •
■*••«....
• • •
• • • • ■ • -
• • > ■
.• • •
■ • • . .
• • • • i
»_•_■ a •
•••••
I' x
9i£
The leading game (AP(
(APOCALYPSE)
. s MA Dt nas f° ur different maps, on any
- %A,Ma one of which you may fight your
war (see section A.). An additional
tape which contains a further six
maps may also be added to
expand your atlas (see section B.).
Alternatively, you can be NERO in
the FALL OF ROME or Napoleon s
right-hand man in NAPOLEON'S
CAMPAIGN in 1813 (see section
C). Can you survive the War of
1984 or could you lead your
marines from island to island
in the PACIFIC war? (see
section D.).
• • • • .
NEBULA A masterly introduction to a strategy game!
48 K Spectrum
£6.95 inc. VAT and P&P
REDSHIFT LTD. C£
12c MANOR ROAD, STOKE NEWINGTON, LONDON, N16
TEL: (01) 800 1333 wrkshop
Apocalypse is produced under licence from The Games Workshop Ltd.
Hi
^37
i§2r°«s
1
A. APOCALYPSE
For: Spectrum 48K &
BBC Model B
£9.95 inc. VAT and PEtP.
Available from J Menzies,
Boots Ef Microdealer UK.
REBELSTAR RAIDERS Can you survive the Rebel Star Raiders?
48 K Spectrum
£9;95inc. VAT and P&P
FIRST EMPIRE Your introduction to complete
"Table top moderated war games"
48K Spectrum & BBC
♦COMING SOON*
p
TIME LORDS Get entangled in the complexities of time travel .. .
♦COMING SOON*
C. Volume 2:
CHAPTER 1
FALL OF ROME
NAPOLEON'S CAMPAIGNS
1813
B. Volume 1:
NOVAMAPS
Six New Maps!
USA ARCTIC CIRCLE
SE ASIA STAR SYSTEMS
S AFRICA NETHER EARTH
D. Volume 2:
CHAPTER 2
THE 1984
PACIFIC WAR
Expansion Kits for Spectrum 48K (B, C ft D only)
£4.95 each inc. VAT and P&P
Microdrive version available by negotiation
HOW TO ORDER You may purchase any of the items listed by
cheque or postal order All you have to do is fill in the details in the
coupon enclosing your cheque/P O made payable to BINDERMAN Ltd
and your order will be dispatched within 7 to 14 days All prices
inclusive of VAT and P&P
1
Post to: REDSHIFT LTD, 12c MANOR RD, STOKE NEWINGTON. N16
I would like to purchase item(s):
(Please circle/tick item(s) required)
A B C D (For Apocalypse) Available for BBC/Specrum (Delete which
is not applicable)
Rebel Star J
First Empire
E] Nebula
Time Lords
Raiders
I enclose my cheque/PO for £
Name
Address
* * • - i
...... i i i
Tel (Day) TeMEve)
Please allow 7 to 28 days for New Releases
MA.* rt4
imicron
0
\Vyf $d
D 3
GO
if you think you've
something
newsworthy, caii
01-437 4343 and let us
know
Adventure
advice
given to
members
BRITAIN'S first adventure
club, which began recently,
aims to take the guess work
out of buying games.
Called the International
Adventure club if offers a
range of services for members
including crib sheets for
hundreds of games, regular
updates and a catalogue of
available and worthwhile
adventures.
Being also a software
company known as Adven-
ture-Zone Software the club
aims to have on stock all
popular adventures.
Simon Clarke, the
managing director of the club,
has alreadv received some
response from players in the
United States, Sweden,
Norway, Israel, Hong Kong
and the Falkland Islands.
Two main services the club
offers are the sale of adven-
ture games at discount prices
(to members only) and an
adventure help line.
At present the club has 63
adventures on hand, and as it
expands both nationally and
internationally, Simon plans
2 new fantasy game
books from Puffin
PUFFIN will this month
release two more books in
their fighting fantasy adven-
ture game series.
They are Deathtrap Dungeon
and Island of the Lizard King,
both written by one of the
series' two authors, Ian
Livingstone.
In Deathtrap Dungeon you
take up "the challenge of a life-
time", issued by the baron of a
distant village.
Years ago, to bring prestige
to his village, the baron and
his subjects built a labyrinth
into a hillside. Baron
Sukumvit then offered a
reward of 10,000 gold pieces
and the freedom of the nearby
town of Chaing Mai to the
first person capable of getting
through the labyrinth or
dungeons.
This year you decide to take
on the challenge of the Trial
of Champions and aim to be
the first victor.
In Island of the Lizard King
it is your quest to rescue some
kidnap victims and to assas-
sinate the king of the island.
You have accepted a plea of
help from an old friend with
whom you have recently
become re-aquainted. His
name is Mungo.
Mungo lives in a poor
fishing village that has been
raided recently by the
inhabitants of Lizard Island.
These creatures have also
kidnapped some young men
from the town, and Mungo
and his relatives are eager to
rescue them.
However, you must fight a
group of genetic misfits, the
to provide at any one time
between 70 and 80 games for
101 different makes of micro
computers.
The membership was
expected to grow from just
over 100 now to about 5,000
within the next six months,
results of the blundered
experiments of the Lizard
Island king.
Other obstacles theatening
your chances of survival are
man-eating plants and giant
beasts, victims also of the
king's failed genetic
experiments.
All of the books in the
adventure series of seven, with
the exception of Warlock of
Firetop Mountain, have been
designed as autonomous
adventures that can be played
as if on, but without needing a
computer or software.
According to Clare Somer-
ville, from Puffin, the books
have evolved from role-
playing and strategy games.
"There are lots of different
thought trails, so there is
more than one way through
the book. And the mazes are
randomly generated so a
player can't get used to it."
Warlock of Firetop Moun-
tain was the only book likely
to be accompanied with
computer software.
The fiehting fantasy
adventure series had been the
best-selling children's paper-
back books that Puffin had
produced, with more than 1
million copies having been
sold since the first launches in
September 1982, Clare said.
The other five adventures in
the series, some of which were
also written by Steve Jackson,
are Forest of Doom, The Cita-
del of Chaos, City of Thieves,
The Warlock of Firetop Moun-
tain and Starship Traveller.
The monster featured in Deathtrap Dungeon
Simon said. The annual
membership fee was £5.
All the profits from the sale
of in-house games and com-
mercially produced ones to
non-members would be
ploughed back into the club.
Among the games available
Valhalla converted for the CBM 64
VALHALLA for the Com-
modore 64 should be hitting
the streets any day now,
according to Legend spokes- ,
man John Peel.
The conversion of the game
previously available only for
the Spectrum should be
completed by the beginning of
this month.
John said discussions were
being held with manufacturers
for the conversion of
Valhalla onto other
machines.
Commodore users could
look forward to an improved
version of Valhalla compared
to the Spectrum offering.
"The characters will be
lareer, in colour and flicker-
free," John said.
Valhalla for Commodore
64 will retail for £14.95.
from the club now are The
Hobbit, the Scott Adams
Mysterious Adventures I to
12, Artie 1 to 5 and Pimania's
Groucho.
Machines catered for are the
BBC A and B, ZX Spectrum,
ZX81, Atari 400, 800, 600XL,
Oric 1, Vic 20, Commodore
64, Dragon 32 and 64, Apple,
Tandy Colour and Video
Genie.
To contact the adventure
help line or for further
information concerning the
club write to Simon Clarke,
The International Adventure
Club, 10 Ennis Close,
Harpenden, Herts.
March 1984 Micro Adventurer 7
Spectrum 48K^j
BATTLE
1917
Spectrum 48K
BREWEBY
CCS recreates
INCLUDED IN the new
releases from CCS Ltd are two
strategy games and a war game
all for the Spectrum 48K.
Based on the First World
War, Battle 1917 is a game
designed for two players. It is
played on a board which
displays a battle map that
changes with each game.
The aim of the game is to
test a player's skill and tenacity
while in combat as a WWI
general.
Each player has 29 pieces,
which include infantry,
cavalry, tanks, artillery and a
king. j >
Like Chess, the object of
the game is to kill the enemy
king, who is the weakest and
slowest piece on the board.
The CCS strategy game,
Arcade
zones in
on USSR
ARCADE SOFTWARE has
designed a game that loads in
four parts for the Spectrum
48K.
The game is known as The
Zone and has been under
development for several
months.
Special features include full-
screen, high-resolution images
for most locations, a large
vocabulary and a multitude of
problems to work through.
One of the game's four
writers, Bruce Rutherford,
says that The Zone is situated
somewhere deep within the
USSR.
And in this forbidding
territory live creatures
endowed with a superior life
force. Those who enter The
Zone will be subjected to
strange trials.
Brewery, requires the player to
develop business skills.
Your task is to prepare the
marketing and production
plans of a brewery.
In order for you to do this
the program lets you define
your objective in terms of
sales and capital growth. The
varying market conditions
will affect your business
peformance and will provide
many levels of difficulty.
In Stockmarket you get the
chance to play the investment
game using someone else's
money.
In this business simulation
you are given a portfolio of
up to six different shares
which you manage for five
days.
You 'are given company
The object of the game is to
discover and unravel The
Zone's dark secret.
But to prevent you from
doing this are a myriad of
death traps that can be
successfully avoided if you
read and carefully follow
certain sign posts.
While there are no divisions
based on levels of difficulty, a
player's progress depends
upon how well he solves the
problems presented.
The quality of your answer
influences the type of
problem, easier or more
difficult, you next encounter.
This then determines how fast
you make your way through
The Zone.
"The program," says
Bruce, "tests your intell-
igence. If you can't carry out
certain skills it will simplify the
problems."
The amount of memory
required for all the problems
made the program difficult to
write, Bruce said, but he
expected it to be released
soon.
reports, news flashes, share
price reports and four graphs
to assist you in making
decisions.
The shares rise and fall
according to current trends
and randomised news flashes.
You must use your judgement
to buy and sell profitably.
At the end of the week the
computer analyses your
tactics and gives you a rating
based on the quality of the
decisions you have made.
Big Brother's trifling
with the jellyoids
VISIONS Software Factory manager, Ian Andrew, you
has news for George Orwell. It
claims he had the date wrong
when he penned his totalitarian
tale. The events really occurred
10 years later.
1994 is an adventure losely
based on Orwell's novel 1984.
The main character in the
game, Smithy, sets out to
destroy the central computer,
which is the bane of his life.
But before he can complete
his task he must overcome
such obstacles as plasma
bolts, jellyoids ("no trifling
matter") and a poorly lit
maze of corridors.
1994, which was released
earlier this year is available
for the Spectrum at £6.95.
Also jumping on the
Orwellian bandwagon is
Incentive Software with a
business simulation called
1984. •_. j
According to Incentive
take on the role of a Prime
Minister and run the country
and its economy to the best
of your ability. But when
inflation, unemployment and
other economic indicators get
out of hand you'll be made
redundant.
"At the beginning of the
game and at various intervals
throughout you are shown
graphs on inflation, the
balance of trade and exchange
rates. You then go into wage
negotiations with, perhaps,
British Rail, make them an
offer of about 9% while
trying to keep inflation
down," Ian said.
"The game is quite easy to
play. You answer yes or no to
the questions the program
asks."
The simulation is available
for the Spectrum at £5.50 and
the BBC B at £6.50.
BBC users' club to supply programs
AN international BBC users
club for adventure players has
been launched in London.
For a £12 annual member-
ship fee you will receive a
monthly newsletter, a pen-
friend service and an adventure
program written by a fellow
enthusiast.
According to the club
organiser, David Tarlton,
members will be sent a
questionnaire asking them
what facilities they would like
to see the club provide and
which members' games are the
most popular.
"If members can rate the
programs we send out we will
know which ones are the
best," David said.
"We'll sell the most popular
ones in the club, and the best
ones will be sold
commercially.
"After packaging and post-
ing have been paid for the
money will go to the authors
of the games," he said.
The club is a non-profit
organisation.
David has placed advertise-
ments explaining how to join
the club in most of the trade
publications such as Acorn
User and BBC Micro.
He said that people from as
far away as Singapore and
Canada had expressed interest.
Anyone interested in join-
ing the club should write to
David Tarlton at 18 Weardale
House, Woodberry Down,
London, N4.
8 Micro Adventurer March 1984
DENIS THROUGH
THE DRINKING GLASS
Why did Denis Thatcher visit the Pope wearing a truss and a
parachute and carrying a lawn mower?
What use is the cherry blossom?
Who is that strange tramp in the woods?
Only you can discover, but first you must deal with Ken
Livingstone, Norman Tebbit and lots of other characters in
this zany political adventure.
Written in humorous verse. 100% machine code — using the
Quill from Gilsoft.
Losing is often funnier than succeeding — Don't play it, play
with it — 48K Spectrum £5.50 incl. p&p.
ARCHIMEDES'S MAGIC SCREW
Probably the most difficult logic problem you will ever tackle.
Fresh from inventing the camel driven date stoner, Archimedes
is up to his neck in hot water again. Help him make new
discoveries — Help him discover the secret of the universe —
Help him find the soap. *
APPLICATIONS,
Dept M.A1,
SSt. Pauls Road,
Peterborough PE1 3DW.
ARE YOU READY FOR
THE PBM CHALLENGE?
Everybody's a king to his home computer. But are
you ready to take the ultimate challenge of multi-
player play-by-mail (PBM) games, controlled by
programs far larger and more sophisticated than
most home systems can handle? Games for 10
players. Games for 1 50 players. Battling for the fate
of galaxies. Exploring strange, intricately-
constructed worlds. Rising to power through alien
political systems. Arguing, double-dealing, fighting
your way to victory.
FLAGSHIP magazine introduces you to Britain's
fastest-growing hobby, with coverage of every
computer-moderated game and amazing discounts
for new games, worth over £10 in every issue! If
you'd like to find out more, send £6 for 4 issues (or
£1 .75 for a sample issue) to:
FLAGSHIP (Dept MA), PO Box 714,
Coleshill, Birmingham.
<®>48K SPECTRUM
ISL
1984
A GAME OF
GOVERNMENT MANAGEMENT
1984
THE GAME OF
ECONOMIC SURVIVAL
THE BRITISH ECONOMY WITH YOU
AT THE CONTROLS! WHAT SORT
OF CHANCELLOR WOULD YOU
MAKE WITH SEVERAL BILLION
POUNDS TO SPEND & FIVE
YEARS TO THE NEXT GENERAL
ELECTION? GRAPHIC DISPLAYS,
HISTOGRAMS & AN ANNUAL
PERFORMANCE RATING ARE ALL
INCLUDED TO SHOW HOW YOU
ARE DOING. HOW MANY YEARS
WILL YOU LAST?
FREE INSIDE: Pocket Guide to
Running Britain !
N003 £5.50
MOUNTAINS
QFKET
ADVENTURE
A MONSTER OF AN ADVENTURE
PROGRAM! COMBAT, INTER-
ACTIVE BEINGS, MONETARY
SYSTEM, MAGIC, EDGAR, SAVE!
LOAD FACILITY PLUS MANY
OTHER FEATURES.
As well as being a fast ingenious
compelling adventure in itself -the
Mountains of Ket is the first of a 3
part series that builds into a
mammoth adventurers challenge.
Incentive: It could be adventageous
if you achieve 1 00%!!
N002 E5.50
48K SPECTRUM CHALLENGE
FROM INCENTIVE SOFTWARE LTD
SPLAT!
ARCADE
ONE OF THE MOST ORIGINAL
AND COMPELLING ARCADE
GAMES EVER PRODUCED!
STARRING ZIPPY!!
"SPLAT! is one of the most
addictive games I have ever played
on the 48K SPECTRUM, It is
certainly the most original"
Computer & Video Games
NOW AVAILABLE FROM WH SMITH
AND BOOTS.
NOOl
£5.50
All programs run in the 48K ZX SPECTRUM and are available from all
good computer shops. In case of difficulty please order direct using
the coupon below.
Please send me (tick box(es) required)
1984 □ MOUNTAINS OF KET □
SPLAT □
All at £5.50 each (inclusive of VAT and 1st class postage)
I enclose cheque/P.O. for £ or debit my Access Account No
Name
Address
INCENTIVE SOFTWARE LTD., 54 London Street,
Reading RG1 4SQ. Tel: Reading (0734) 591678
March 1984 Micro Adventurer 9
48K SPECTRUM
SOON FOR COMMODORE 64
VALHALLA is supplied on a 48K Spectrum program cassette, with VALHALLA
player manual and presentation box. As VALHALLA uses the full 48K RAM,
microdrives and full-size printers are not supported. ZX printer optional.
VALHALLA is normally available from stock, and orders are despatched by
return. If, for any reason we are unable to fulfil your order within 14 days of
receipt, we will notify you.
VALHALLA cassettes carry an unconditional lifetime replacement guarantee.
TO ORDER: (UK Orders Only) Simply complete the coupon, and FREEPOST
with your cheque/P.O. made payable to LEGEND (UK Mail Order).
Credit Card Orders: By phone 9-5.30 Mon to Fri. stating name and address.
Card No. and item(s) required.
RETAILERS: Please contact your regular distributor or LEGEND (Trade
Distribution) at the address below.
LEGEND (UK Mail Order) FREEPOST
1 Milton Road, Cambridge CB4 1UY
(0223) 312453
MOViSOFT OPERATING SYSTEM UNDER LICENCE.
Post to:- LEGEND (UK Mail Order) FREEPOST
1 Milton Road, Cambridge CB4 1UY
Please send me... Copy/copies of
VALHALLA for the 48K Spectrum.
I enclose cheque/P.O. for £ ^ "
(£14.95 each inel. VAT and P&P). 4r
Or I wish to pay by Access/Barclaycard/Visa
Card No
Please print name and address
Name
Address t
— ■ • : co
<
Credit Card holder's signature
pennyfarthing for
WHEN THE PRISONER was first shown
on television back in 1968 I was one of the
eager fans who followed each episode,
puzzled but intrigued at the quirky story-
line and the inexplicable plot that seemed
to get more and more unfathomable with
the passing weeks.
At last the final two episodes, Once
Upon A Time and Fall Out, were to be
screened. Fall Out was in two parts, which
would, we were told by the media at the
time and according to Patrick
McGoohan, explain it all.
All was to become clear. At last! You
could almost hear the country sigh with
relief as we all thought: "Now we'll find
out what it's all about," and perhaps even
discover the answer to the biggest
dilemma: the identity of Number One.
The butler
I sat through Once Upon A Time with
utter fascination and complete mystifica-
tion, but instead of becoming clearer the
plot was thickening even more. Now,
more than ever, the final episode was
awaited. After all, there was so much more
to be exlained.
The night came. All over the country
people sat, glued to the screen, trapped by
the whole affair. In the week preceding we
had been going round asking, "Who is
Number One? ' 9 , and putting forward
suggestions: the butler? The controller?
The supervisor? Number Two after all?
And yet, in hindsight, we had been given
the answer, we just handn't been able to
recognise it.
As Fall Out was transmitted it became
obvious that the answer was to be late in
coming. Further and further into the
programme we went, and deeper and
deeper became the symbolism — the
allegory. How would they fit it into the
time? Was this to be copout? Would we
be treated to a series without an ending?
Suddenly the Prisoner, who was
escaping, had escaped. Suddenly he was in
London with Number Two, the butler and
youth, played by Alexis Kanner. And
suddenly the whole thing was over and we
were all left wondering quite what had
happened and how McGoohan had got
away with such an incredible fraud.
Pandemonium hit the viewers. Frustra-
tion was everywhere. People felt cheated,
infuriated, exasperated, even violent.
McGoohan was reported as saying that he
had to go into hiding in the mountains
for two weeks to avoid being lynched.
Audiences weren't use to the idea of
having to think, having to work it out for
themselves. In Fall Out we saw Number
One as a figure wearing a mask, and after
the mask is pulled off we see a monkey
mask, and then we see Number 6 (or
McGoohan) and then it's over — in a
flash. So Number One is really Number
6.
Well, we were given a clue in the number
on the front door of Number 6'$ house in
London, which the camera lingers over in
Many Happy Returns. So if you watch the
series again after knowing this fact, you
can find subtle hints sprinkled throughout.
And yet, if the documentary shown on
Channel 4 is to be believed, even
McGoohan didn't know who Number
One was to be.
I sat through the final episode in 1968 as
bewildered as the rest. Yet, in the closing
seconds of the episode I received a flash
of insight that, for me anyway, tied the
whole series together. I thought I knew
what McGoohan had been trying to say.
Let me remind you that in Fall Out the
Prisoner was brought into a cave (after
winning a fight to the death with Number
Two in Once Upon A Time) to find the
enigmatic Number One. But before he
actually met the mystery man he had to
undergo an inauguration ceremony, which
consisted of an audience with masked and
cowled figures who behaved with idiotic
simplicity. This apparently was in recogni-
tion of his right to be an individual.
When he was finally confronted with the
truth — that he was Number One, the
Prisoner seemed to go berserk, bringing
destruction to the Village before escaping
with Number Two, the butler and youth.
The four of them were next seen
stepping from a van in London. Number
Two headed for the Houses of Parliament
(the symbol, of authority in our world).
Back to his home went Number 6. As he
climbed into his Lotus again, we saw the
butler step up to the Prisoner's front door.
As Number 6 drove off, the door swung
open with the familiar hum of all doors in
the Village — and it was that simple thing
that made me realise what the whole thing
had been about.
Shattered reports
As I see it, the intention of this scene
was to demonstrate that the Village had
always been life, civilisation, us, whatever,
our own world is a Village. All the
episodes are but symbolic episodes about
life. Free For All was a political episode,
The General had some pithy comments
about education, Checkmate commented
on the freedom of the individual (or
perhaps the lack of it), Schizoid Man
looked at our problems with our own
identity (mental illness perhaps), and so
on. And that was the key. My own realisa-
tion meant quite a lot at the time,
although in hindsight, and with the screen-
ing of the long-overdue and slightly dis-
appointing Six Into One — The Prisoner
File, it does seem more obvious now.
Of course, The Prisoner can never be
fully explained. It isn't meant to be. It is
what you see in it — and you should be
free to see as much as you like. The series
has been analysed and probed as the years
Have you been going around
identity of Number One? Mike
have passed with over-enthusiastic ]
thoroughness. Some would say analysed |
too much and that The Prisoner was, after I
all, just a television show. But in truth The I
Prisoner was conceived to be more than i
just a television show — and time has I
proved it so. J
What other series continues to amaze 1
and delight after 15 years? What other ]
series could you watch time and time again
— without a hint of boredom? I might
add that my own fascination might just be
a help at this stage. Without a doubt
Patrick McGoohan helped create a master-
piece, whether it was to your taste or
not.
Over the years many myths and mis-
conceptions have arisen concerning the
show. Recently I read of an interview
given by McGoohan on Canadian TV
which shattered quite a few earlier reports.
One revelation was the fact that The
Prisoner was conceived as a seven-episode
series (not 26 as I had read earlier). Sir Lew
Grade had persuaded McGoohan to make
it a 26-series run to help international
marketing — but they could only just
manage 17.
Another revelation was that Rover, (the
large balloon that had trapped Villagers)
came about as a last-minute inspiration
after the mechanical Rover prepared for
the series had broken down on the day of
shooting. It was a weather balloon in the
sky that gave the production manager,
Bernard Williams, the idea of using large
balloons. \
I have already mentioned the documen-
tary on Channel 4 but perhaps a further
brief word would be applicable here. I
found the attempt to mimic the style of
the series slightly out of place, and
definitely inferior to the original. While
some of the interviews were fascinating, it
was not so much what was said as what
wasn't said that was interesting.
12 Micro Adventurer March 1984
thoughts
nd
ke
in circles trying to guess the
Grace knows, and tells who it is
There seemed to me to be a definite
feeling of antagonism between McGoohan
and the other writers and directors which
could be the reason for the success of the
show. That McGoohan is an individual
with strong feelings and a strong belief in
himself came across fiercely. That Lord
Grade allowed such a controversial series
to be made also impressed me.
Once you realise that the whole concept
is an allegory, some of the earlier
conversations begin to take on a new
meaning. Look afresh at this short extract
from Checkmate.
Villager: "I'm on my side."
Number 6: "Aren't we all?"
Villager: "You must be new here. In time
most of us join the enemy — against
ourselves."
Number 6: "Have you?"
Here is an extract from what is, to me,
one of the best and most sinister episodes,
Dance of The Dead.
Number 6: "I have a choice?"
Number 2: "You do what you want. As
long as it's what the majority want ..."
And later in the same episode:
Number 6: "Why haven't I a costume?"
Number 2: "Perhaps because you don't
exist."
So how should we view the series? I
think we have to accept three levels. The
first is on the surficial level of a spy
thriller. Here Number 6 was a spy who had
been abducted to the Village, a place where
spies were kept and interrogated for
sinister and unexplained purposes. This
level sold the series, added to the excite-
ment, and enhanced the mystery (especially
on first viewing).
Also (and this was one of the revela-
tions of the Prisoner File documentary)
there now seems no doubt that the series
was intended as a follow-up to Danger
Man where the prisoner was indeed John
Drake. Thus, in the eyes of some of the
writers it would seem that the surficial level
was to be as far as the series would go (and
it was only the intervention of
McGoohan that drove us later onto a
deeper level). I found the fact that the
series was made up of several interpreta-
tions by the makers of the show a good
explanation of the multiplicity of levels.
The second level I have already
mentioned — that of the Village as the
world, Number 2 as authority and the spy
story as an allegory that represents the
many facets of our totalitarian society
including our view of numbers and our
loss of individualism in order to fit into
society. This is an obvious level on
second viewing, and is not too unusual.
On the third level, which is virtually
impossible to fully analyse as each of us
would react differently, the Village can be
viewed as a person. Are we trying to
escape from ourselves? We all do — at
times.
Now the sky becomes the limit in
explanation. Why are the long corridors
in the hospital filled with prone figures
apparently being brainwashed? What is the
relevance of the repeated motif that
Number 6 must always return to the
Villages — even drawn back as in Many
Happy Returns? When Number 6 finally
gets to be Number 2 in Free For All he just
plays with his power — wastes it. And the
ultimate — if we are Number One then why
is Number One depicted as an evil force
ruling over everything? Are we all
governed by our evil side?
The plots intertwine, making it
impossible to watch an episode on just
one level. For example you could watch
Dance of The Dead as a spy story: his
attempts at escape, his attempt to leave a
message in the wallet of the dead body; or
as a comment on society: the travesty of
justice in his trial, the conversation on
freedom in a democracy; and on the
deeper level of self-realisation: the attack
of the Village that contains a nightmare
flavour I still find disturbing to watch and
the Prisoner's lack of costume because he
doesn't exist.
Open umbrella
In Checkmate we still have the spy theme
with the escape onto the boat, mingled
with the deeper personal level linking life
to a chess game and loss of freedom:
"We're all pawns, m'dear". The point that
Number 6 is trapped by his own assertive-
ness and fails to achieve what he most
desires is subtlely made.
I could continue with example after
example of how I see the series — but that
might spoil it for you. Instead I'll confine
myself to a few more interesting aspects.
One that seems to cause a lot of excite-
ment is the fact that Channel 4 have shown
the episodes in a different order from the
previous screenings. However, some
people claim that the series has never been
shown in the right order. I have heard a
rumour that Free For All was intended to
be the second episode in the series. And it
would seem that Dance of The Dead
should also run early in the series judging
by some of the lines. Yet this time Many
Happy Returns was shown second, and
previously The Chimes of Big Ben came
second.
Another feature which lacks a clear
explanation is the predominance of circles
in the Village. The umbrella held open
often forms a circle, the light over
Number 6's bed is another, Rover is an
obvious circle. The ending of Fall Out was
the same as the beginning of every episode
— another circle. Then we have the penny-
farthing, the symbol of the Village. On the
badges, in the credits, in Number Two's
room inside the Green Dome (another
circle), in odd shots, the pennyfarthing
crops up all over the place.
Be seeing you
Does it have a special meaning? Some
have suggested it forms the ultimate in
unreality (whatever that means). To others
the wheels exist as a large circle beside a
small one, as in history (and I don't really
understand that one either). I suspect it
was just a handy symbol which fitted the
concept of the show as McGoohan saw it
and nothing more. After all, there is a
danger of analysing too deeply.
What is certain is that the Prisoner
cannot escape, as highlighted in that
superb final shot of his face zooming up
to the camera as the bars clang in front of
him. It is also shown that the harder the
Prisoner tries the harder it is to escape.
Again I have heard it reported that
McGoohan intended for this to be the
main theme — that to be an individual in
society and to be free in yourself you must
conform. The harder you fight — the less
freedom you acquire.
Another article states that McGoohan
intended the door opening in his home at
the very end of the series to represent the
fact that the individual can never attain
freedom — that when the door opens on
its own we know there is someone inside
waiting to start the whole thing all over
again. There is no escape. And that is
where I first came in. I have enjoyed the
series immensely. I think the whole
concept ripe for adventure — and I hope
someone acquires the rights.
To think that it all began as McGoohan
was filming an episode of Danger Man in
Portmeiron and has grown into a cult
show that fascinates the world over is
quite staggering. As an expression of his
own philosophy it must delight Number 6
that his ideas and determination still strike
a chord in so many.
One final point: when asked which
phrase he would like the series to be
remembered by, Patrick McGoohan said
he hoped it would be the greeting, "Be
seeing you." The meaning of this is, like
everything else in the series, up to the
individual to interpret ... or is it? □
March 1984 Micro Adventurer 13
TIRED OF zapping nasties or writing
arcade games in Basic? Baffled by machine
code? Then writing adventure games is just
what you need.
Writing adventure games is one of the
easiest of the popular games for home
computer authors to succeed at — and
some think the best fun. The games can be
set anywhere in time and space from the
mists of pre-Christian magic and sorcery to
the far reaches of space beneath alien suns
— and in your world anything goes.
Most early adventures were written on
large mainframe computers by bored
programmers when the boss wasn't
looking. And they lacked the benefit of
sound or graphics. On the BBC micro,
games can be given the added spark of life
with the use of the powerful sound
generator and the colour of Teletext
graphics.
Exciting task
Most newcomers to programming can
easily write a 10 line program but when they
attempt an adventure game, its sheer size
causes untold problems. This is like a handy
man building a wall five bricks high then
trying to use the same techniques to build a
skyscraper. The key to success is structured
programming. Before you groan and turn
the page fear not, BBC Basic is here to solve
this problem.
Newcomers' early programs, which are
unstructured and sprinkled with GOTOs,
turn into a nightmare when the program
size exceeds one sheet of listing paper. BBC
Basic, with its use of procedures, enables
the novice to build large adventures as
simply as turning a small Lego model into a
skyscraper.
Convinced? I hope so, for you will find
beginner
guide
games writing
Andy Mitchell reveals the secret of successful
adventure programming
that writing this style of game is more
exciting than playing most others — and it's
easier. What's more once you have the
basic building blocks of your first game you
will be able to use them again and again to
create endless adventures to amuse and
baffle your friends.
The first task of the game writer is to
decide where and when he wants his
adventure to take place. The most popular
locations are associated with sword and
sorcery, such as Castle of Riddles by
Acornsoft. This is because we can do
anything we like with the element of magic
in the game.
If we find a need to do something which
would be illogical in the real world, for
example crossing a wide crevasse, we can
simply wave our magic wand and presto
we've created a bridge.
In space scenarios we could use a matter
transmitter or an anti-gravity power pack.
The location chosen is usually a closed-off
area to restrict the player to certain routes.
to
20
NG* ( 3
30
40
50
60
70
ao
90
too
i io
i20
130
140
150
160
1 70
.180
190
200
210
220
230
240
M*<6> ,L0C<7> -S*<9) „L*<7> ,VERB$<4> ,S
THEN C2*=F*:IF C1*=F* GOTO 30
MODE 7
CURRENT*- STR I NG* ( 255, ? "> sDIM CON* (15)
i A7-=0
NOUNS=9: VERBS-4: OBJECTS^'/: SNGLE r =3
R%=1 s FINISH=0: DQOR«0: WELL-O: CURTAINED: DRAGON=0
ROOMS- 14
PROCINIT
PROCDISPLAY
REPEAT
01*-" h j C2*=" '*
INPUT IN*:LP=0
PR0CDECODE:Ci*--4 r *:PRQCDEC0DE: IF F*<
SEARCHED
PROCMOVE
IF SEARCH-0 PROCVERB
IF SEARCH=0 PROCONE
IF SEARCH-0 PRINT" I DONT UNDERSTAND"
IF R%==14 FINISH-1
UNTIL FINISH =1
PROOF I NAL: END
REM*******-
DEFPROCINIT
PROCQETROOM
REM READ IN ROOM CONNECTIONS
RESTORE 1570: FOR A=1T0 ROOMS : FOR B=l TO 6: READ C'/. s CON* < A ) =CON* ( A ) +CHR* < C'A
250
260
it-it
AND LOCATIONS
7: READ S*(A>
) : NEXT: NEXT
REM READ IN DIRECTIONS
RESTORE 1710: FOR A=l TO 6: READ C7-: MS<A>=
A) -M* (A) +A$: NEXT
270 REM READ IN OBJECT NAMES
280 RESTORE 1720: FOR A=l TO
290 REM READ IN NOUNS
300 RESTORE 1730: FOR A=A TO NOUNS: READ S*(A):NEXT
310 REM READ IN VERBS
320 RESTORE 1740s FOR A«l TO VERBS: READ VERB* (A) : NEXT
330 REM READ IN SINGLE WORDS
340 RESTORE 1750: FOR A=l TO SNGLE: READSNG* <A) : NEXT
350 ENDPROC
360 REM*#**#**###***#**##*
370 DEFPROCGETROOM
380 CURRENT*— " M
390 RESTORE 1430: FOR AZ=1 TO R%: READ CURRENT*: NEXT
400 ENDPROC
M*<A)«CHR*<C%) : READ A*: M* <
READ LOC(A): READ L*CA): NEXT
caves, ruined temples,
or abandoned space
Such places are
castle dungeons
stations.
Having decided on our location we must
now decide on the purpose of the game.
Two types of purpose are most common,
the first is simply to fully explore the
location and overcome all the obstacles
within it, and thus eventually finding the
hidden treasures (Sphynx Adventure).
The second type is where there is a single
object of purpose to the game and the other
articles hidden within the location are
simply to be found and used to find the
solution or treasure. Having decided on the
location of the game and its purpose we
should draw a map of our adventure land.
To illustrate the building of an adventure
from the beginning to end I have chosen a
traditional location of a castle filled with
magic and treasure.
The map of the adventure is drawn up as
shown in Figure 1 where each square is a
room or location. Thanks to the beauty of
BBC Basic we will be able to build our game
out of individual bricks which we can easily
use to create a game as large as we like.
These procedures could also be used in
future games. So sharpen your sword,
polish your shield and boldly step forward
into the dark . . .
Magic word
The object of our game is for the player
to find all the treasures hidden in the castle
and then escape through the southern gate.
The main program is that this gate is
locked. To ensure that the player gets past
all the obstacles before he completes the
game we should design the problems so that
the answer to the last one cannot be solved
without the answers to the preceeding
problems. Therefore we must decide on the
solution to the final problemm (ie getting
out of the southern gate) and block this by a
series of other puzzles.
In our game the gate in room one cannot
be opened unless we give the magic word
shazam, which is written on the wall in
room 13. But we cannot get in to room 13
until we kill -the dragon in room 12. We
cannot kill the dragon without the sword
from room five. We cannot enter room five
until we pierce the gold curtain in room
four. We cannot pierce the curtain without
waving the rod. We cannot get a rod until p>
14 Micro Adventurer March 1984
PRESENTS A PANTOMIME
Cuthbent
Selected titles of
On Cassette £8 each
8©©IAL games available from larger branches of Boots
<] we enter room eight. We cannot enter
room eight until we drop a coin in the well.
In this way we can confuse the player by
ensuring that the objects he or she requires
are scattered throughout the castle in a
pattern that forces someone to visit all parts
before the final problem can be solved.
Our next task is to draw up a map of the
adventure locations and allocate each a
room number noting where each object or
treasure is to be initially located.
As can be seen from the map there are 14
different rooms. At the beginning of the
same R% will be made equal to the room
number at which we want the player to start
(line 40). In our case this will be number
one, (courtyard). Having drawn our map
we can now write a list of room descriptions
in room number order. Each description
must describe the permanent features of the
room, its entrances and exits, for example a
large green-coloured room with exits to the
south and north.
4
Killing a dragon
Those parts of the room which may
change (THE DOOR SOUTH IS
LOCKED) are omitted from the description
at this point. Having written our
descriptions (lines 1420-1560) we must now
draw up a table of room connections. This
will be used to show what room we will
arrive in depending on which direction we
leave the previous room. There are six
numbers required for each room that
correspond to the room arrived at should
we travel: NORTH, SOUTH, EAST,
WEST, UP, DOWN. For example room
connections for room 10 — DATA 12, 9, 0,
11, 11, 0. Note: if we cannot travel in a
particular direction we allocate the number
0.
As you can see for room 10 a move north
would take us to room 12 and a move west
or up would put us upstairs in the tower.
The room connection date can be of three
types: zero indicates no path; 1-59 indicates
a normal room number; » 60 a number
greater than 60 means that there is a path in
that direction but it is blocked at this time
(for example a dragon bars the way).
All this connection data is entered as
DATA statements in room number order
(lines 1570-1700) and the program will read
this into a string DIM CON$ (line 240)
where CON$(l) would contain room one
numbers 9, 74, 6, 2, 0, 0 and CON$(2)
contains room two numbers.
When we overcome an obstacle that
blocks the path, such as killing the dragon,
we use the procedure PROCCHANGE (line
980) to subtract 60 from the connection
number in CONS, leaving us with a number
between one and 59, thus giving us access to
the next room.
As. can be seen, from the logic diagram
(Figure 2) the main activity of the program
is to compare the players commands with a
list of known words and if it recognises
them to call the appropriate procedure.
(For example DROP COIN — calls
PROCDROP and GET RUBY — calls
PROCGET).
The player may give one or two word [>
410
420
430
440
450
460
470
430
490
500
510
520
530
540
550
560
r i70
580
590
>" " )
600
610
620
630
640
) =RX
650
660
670
6B0
690
700
710
720
730
740
750
760
770
780
790
£300
810
B20
830
840
850
860
870
880
890
900
910
920
930
94 0
REM*******************
DEFPRQCD I SPLAY
PRGCGETROOM: PRINT" YOU ARE " 5 CURRENT*
IF RX=7 AND WELL^l PROCM < 3)
IF R/>4 AND CURTAIN=1 PROCM (4)
IF RX=12 AND DRAGON=0 PROCM (8)
REM CHECK FOR OBJECT IN ROOM
FOR AX=1 TO OBJECTS: IF LOG < AX ) --RX THEN PR I NT "HERE THERE IB A "
NEXT
ENDPROC
ftEM*********************
DEFPRGCM ( XX)
RESTORE 1770: FOR AX=1 TO X7-: READ AS 5 NEXT
PRINT AS
ENDPROC
REM* ** * ***** * * * * * * * * #
DEFPROCDECODE
F*« " " : LP-LF+1 : IF MIDS ( IN*, LP, 1 ) ~~" " THEN 580
F*~F*+M I D* ( I N$ , LP - 1 ) : LP~LP-t- Is IF <M I D* ( t N$ , LP , 1 ) < > " " ) AND ( M I ( I N3
THEN 590
ENDPROC
REM************ **********
DE FPROCGET
SEARCH- 1
B7.=0:F0R AX-1T0 OBJECTS: IF S$(A7.)»C2* THEN CX^AX: B7.= 1 : AX-OBJECTS: IF
THEN BX=2: LOC (CX) =0: PR I NT "OK"
SEARCH=1
NEXT
IF BZ*0 THEN PR I NT "You cant"
ENDPROC
REM*******************
DEFPROCONE
BX~-=0:FOR AX=1T0 SNSLEs IF SNG* <A7.) *C1* THEN CX-AX; BX~1 : AX-SNGLE
NEXT: IF BX=0 ENDPROC
SEARCH=1
ON CX GOTO 750,760,770
PRGC INVENT: ENDPROC
PROCMAG I C : ENDPROC
PROCD I SPLAY: ENDPROC
ENDPROC
REM********************
DEFPROCVERB
BX=0:FOR AX=1T0 VERBS: IF VERBS (AX) -Cl$ THEN CX=AX: B%» 1 : AX=VERBS
NEXT: IF BX=0 ENDPROC
SEARCH* 1
FOR AX=1T0 NOUNS: IF S*<AX)~C2* THEN A=A7.: BX=2: AX=N01JNS
NEXT: IF B7.= 1 THEN PRINT"! dont understand" : ENDPROC
ON CX GOTO 870,880,890,900
PROCGET : ENDPROC
PROCDROP: ENDPROC
PROCK ILL: ENDPROC
PRUCWAVE: ENDPROC
ENDPROC
REM***** * * * * # * * **# **
DEFPROCKILL
IF C2*<>" DRAGON" OR DRAGON= 1 OR LOC < 1)<>0 OR RXOI2 PR INT " YOU CANT"
LS < AX)
> <
loc (c:
EN DPR □
950 PROCM C 5 ) : DRAGON= 1 : PROCCHANGE
960 ENDPROC
970 REM*********************
980 DEF PROCCHANGE
990 FOR AX=1T06: A*=MID* <CON* <RX) , AX, I ) : BX=ASC (AS) : IF BX >60THEN BX=BX-60: B*-CHR
* (BX) : AS=MIDS (CONS (RX) , 1 , AX- 1 > 5 AS=AS+BS: CONS (RX) =A*+MID* (CONS (RX) , AX+1 ,6)
1000 NEXT;* BX=2: ENDPROC
1 010 REM**-******************
1020 DEFPROC INVENT
1030 IF CI SO" INVENT "THEN ENDPROC ELSE SEARCH= 1 : CX= 1 : FOR AX= 1 TO OBJECTS: IF LOC
< AX ) =0 : PR I NTLS < AX >
1040 NEXT: ENDPROC
1 090 REM*******************
1 100 DEFPRGCWELL
1110 IF RX=7 AND WELL-0 THEN PROCM < 2 ) : WELL-" 1 : PROCCHANGE :L0C(3)=8
1120 ENDPROC
1130 REM ******************
1 140 DEFPROCDRQP
1150 SEARCH^l s B7.=0: FOR AX^ITO OBJECTS: IF SS (AX) =C2S THEN CX-^AX: BX-1 s A7.-0BJECTS:
IF LOC(CX)=0 THEN BX=2: LOC (CX) -RX: PR I NT "OK"
1160 NEXT _
1170 IF BX<2"'THEN PRINT"Ydu. have'nt got one" : ENDPROC
1180 IF C2*="C0IN" PROCWELL
1 190 ENDPROC
120<Xs6eM**** ****************
1 2 YO DfeFPROCW AVE
li&O IF C2*O"R0D" OR RX<>4 THEN PROCM (6) : ENDPROC
/T230 IF L0C(2)O0 THEN PRINT"Ydu have none": ENDPROC ELSE PROCM ( 7) s CURTAIN-1 : PR
DCCHANBE
1240 ENDPROC
1250 REM********************
1260 DEFPROCF INAL
1270 PR I NT "CONGRATULATIONS YOU HAVE ESCAPED"
1280 ENDPROC
1 290 REM******************
1300 DEFPROCMOVE
1310 AX=0:FOR A=1T0 6: B$~MID* (M$ (A) ,2) : IF C1*=B* SEARCH= 1 : B$= " " : B$-M I D* ( M$ ( A ) , 1
, 1) :AX=ASC(B*) : A=6
1320 NEXT
1330 IF SEARCH=OENDPROC
1340 B*=MID$ (CON* (RX) ,AX, 1) :A7.=ASC<B*>
1350 IF AX=0 OR AX>59 THEN PRINT "YOU CANT GO THAT WAY" ELSE RX=AX: PROCD I SPLAY
1360 ENDPROC
1 370 REM*****************
1380 DEFPROCMAGIC
1390 IF RXOl OR D00R=1 PROCM (6 >: ENDPROC
16 Micro Adventurer March 1984
FROM CARNELL SOFTWARE
^^^^^^
A .
"THE WRATH OF MAGRA"
A THIRD CONTINENT
SERIES ADVENTURE
The first born has been destroyed. The
Black Crystal of Beroth has been banished.
The alliance of Evil has been defeated by the
armies of Lord Fendal. So ends the Third
Age. Now we invite you to write your name
in the history of the Fourth Age of the Third
Continent.
You will meet friends and enemies, old and
new, in the long awaited sequel to Volcanic
Dungeon. Using high resolution graphics
and combining the best qualities of "Black
Crystal" and "Volcanic Dungeon", we will
allow you to become part of .this tale of
revenge.
"The Wrath of Magra" comes as three, 48K
programmes on cassette, boxed with in-
struction manual and book detailing the his-
tory of the Third Continent and the many
spells you will be using throughout the
game. For the 48K Spectrum @ £12.50.
NOTE: "The Wrath of Magra" is a complete
adventure. You need not buy "Volcanic
Dungeon" or "Black Crystal" to play it.
Available from Feb '84
CARNELL SOFTWARE LTD.,
North Weylands Ind. Est., Molesey Road, Hersham, Surrey KT12 3PL
DEALERS: Contact us for your nearest wholesaler.
CARNELL SOFTWARE LTD
<]commands and the program holds these in
strings Cl$ and C2$ respectively- The
known words are easily split into four
groups: directions; nouns; verbs; single
word commands.
A list of each type is made up as four
separate DATA statements. The verbs are
held in VERBS (line 1740), the single words
are held in SNG$ (line 1750). The NOUNS
are held in the game DIM as the names of
the treasures and objects S$ (line
1720-1730). The direction words are held in
the move dimension M$ (line 1710). The
variables VERBS, NOUNS, OBJECTS and
SNGLE are used to hold the maximum
number of words in each list.
The comparison between the players
commands and the known lists is carried
out by three procedures: PROCMOVE
(1300-1360); PROCVERB (800-910);
PROCONE (700-780).
PROCMOVE compares single word
commands against the Direction commands
held in M$ (for example NORTH,
SOUTH). PROCVERB compares the first
word against the objects and nouns in S$. ;
PROCONE is used to compare against
single word commands in list SNG$.
In each case if a successful comparison is
made 'the variable SEARCH is set to 1 to
stop further searching for the comparison.
If after all words have been compared and
SEARCH still equals 0 the message I
DONT UNDERSTAND will be given (line
160) and the process returns to await
further commands from the player.
Movement around the map is achieved
using the four items: List of room
descriptions; list of room connections; the
variable R% which is set equal to the
current room; dimension M$.
START
GET DIRECTION
REQUESTED
{eg NORTH)
READ CON$(R»»J
PRINT
YOU CAN'T GO
THAT WAY
RVo * NEW ROOM
NUMBER
PRINT
NEW ROOM
DESCRIPTION
13
MAGICIAN
ROOM
*
12
DRAGON
11
TOWER
EMERALD
10
CORRIDOR
9
NORTH HALL
SILVER
•
4
DUNGEON
3
STEPS
COIN
2
WEST
HALL
1
COURT
YARD
6
EAST
HALL
7
WISHING
WELL
8
SECRET ROOM
ROD
RUBY
5
VAULT
SWORD
14
FREEDOM
ROAD
Figure 1: a map of the castle showing how the rooms are positioned
Figure 2: the logic diagram
The dimension M$ holds the direction
commands plus a number allocated to that
direction — NORTH = 1 SOUTH = 2
EAST = 3 WEST = 4 UP = 5 DOWN = 6.
This data is entered as DATA
l,NORTH,2,SOUTH,3,EAST,4,WEST,5,
UP,6,DOWN. The setting up of M$ is.
carried out in PROCINIT (lines 210-350).
When the player gives the command
NORTH it is read in and stored in F$ by
PROCDECODE then transferred to Cl$.
Golden sword
PROCMOVE is used to compare this
against the commands in M$. If a match is
found we then find from the room
connection data in CONS whether the
requested direction is permitted (line 1350)
and if so, move the player to the new room
by setting R°/o to the new room value. The
move is completed by using
PROCDISPLAY to print the room
description for the new R%.
Scattered around our adventure we will
have treasures and magical items. To build
these into our game we first draw up a table
of items allocating each two descriptions.
For example a long black rod, ROD, a gold
sword, SWORD.
The purpose of the one-word description
is to be used during commands such as GET
SWORD. The longer description is used
when describing the object: HERE IS A
GOLDEN SWORD.
We must decide where, on our map, we
wish the objects to be initially located.
These locations will be the room numbers in
which the object is to be found so the gold
sword is placed in room five. To indicate an
object held by the player we will allocate
location 0. The table of names and
locations can now be entered as a DATA
statement as shown in the program listing
(line 1720). This data is read in by
PROCINIT and stored in dimensions: LOC
holds location numbers of each object; S$
holds short object description. L$ holds
long object description.
PROCDISPLAY can now be used to
print the current room description and step
through dimension LOC to find any
location that matches the current room and
print out the long object description held
L$ for the particular object (line 480).
Similarly PROCINVENT (line 1020-1040)
is used to give an inventory of the objects
held by the player by simply searching LOC
for any locations which are zero.
On receipt of a GET command the
procedure PROCGET (620-680) is used to
first ensure it recognises the object name
being requested. If recognised the location
of the object is checked to ensure it matches
the current room. If all is correct the
location of the object in LOC (object
number) is set to zero to indicate the player
is now holding it.
The reverse procedure PROCDROP (line
1140-1190) is used to leave objects in a
room. It is at this time we may wish to
check for special events such as DROP
COIN in the wishing well room and call
some other procedure (line 1180).
The task of printing replies to the player
is carried out by PROCM (line 520-550).
This procedure simply carries out a number
of READ commands of the message data
list depending on the value of the calling
parameter. This is useful for giving
identical replies from different procedures.
These messages are also used for those parts
of a room description which can change —
A DRAGON BARS THE PATH
As can be seen in PROCDISPLAY (line
460) a check is made on the value of R% to
see if we are in the dragon's lair (R% = 12)
and if the dragon is still alive
(DRAGON = 0) then PROCM(8) is called
to add to the room description.
As an example of the addition of new
commands to this basic game I will now list
the changes necessary to add the single
command 'HELP'.
• Add the word HELP to the list of single
command words 1750 DATAINVENT,
SHAZAM, LOOK, HELP
•Increase the value of SNGLE in line 30 to
SNGLE =4
•Increase size of single word dimension
SNG$ in line 20
•Add procedure jump in PROCONE 740
ON C°7o GOTO 750,760,770,775
•Add procedure call 775 PROCHELP:
ENDPROC
18 Micro Adventurer March 1984
•Insert new procedure:
150 REM*******
1060 DEFPROCHELP
1070 PRINT 'SORRY THE MAGICIAN
HAS FORBIDDEN ME TO HELP'
1080 ENDPROC
The standard procedures and variables
which are used as the basis of all future
expansions are: PROCDECODE (decodes
input command line into Cl$ and C2$)
PROCGETROOM (loads current
description in CURRENTS)
PROCDISPLAY (prints room description)
PROCMOVE (handles move commands)
PROCGET (used for picking up)
PROCDROP (used to drop objects)
PROCLOOK (displays current location)
PROCGETROOM (loads current room
description in CURRENTS) PROCINIT
(loads room connection data, object names,
object locations and known words)
PROCVERB (executes 'Two Word'
commands) PROCONE (executes 'One
Word' commands) PROCCHANGE
(changes room connection data) PROCM
(message printing procedure) R% (current
room number) CURRENTS (holds current
room description) LOC (location numbers
for objects) S$ (short object names and
Nouns) L$ (long object names) VERBS
(holds known verbs) SNGS (holds known
single words) SEARCH (command
comparison flag) FINISH (game end flag)
CONS (holds room connection data) MS
(holds direction words) VERBS (max verbs)
NOUNS (max nouns) OBJECTS (number
of objects) ROOMS (number of rooms). □
<3
1 400 PROCM < 1 ) : DOOR 55 1 : PROCCHANGE
1410 ENDPROC
1420 REM*****ROOM DESCRIPTIONS****
1430 DATA IN THE COURTYARD OF THE CASTLE
EXITS ARE TO THE NORTH WEST EAST- THE
MAIN ENTRANCE IS SOUTH
1440 DATA IN THE WEST HALL. THERE
1450 DAT AON A FLIGHT OF STEPS
1460 DATA IN A DUNGEON. THERE ARE STEPS
COVERED IN A GOLD LIGHT
1470 DATA INSIDE A TREASURE VAULT- THE
1480 DATA IN THE EAST HALL - THE EXITS ARE
1490 DATA IN A SMALL ROOM. A WISHING WELL
IS AN EXIT EAST AND STEPS DOWN WES
UP EAST AND AN EXIT SOUTH WHICH IS
EXIT IS NORTH
WEST AND EAST
« HERE. THE
STANDb
EXIT IS WEST
1 500
1510
1520
WEST
1530
1540
1550
1560
1570
1 580
1 590
1600
1 6 1 0
DATA IN A SECRET ROOM BEHIND THE
DATA IN THE NORTH HALL- EXITS ARE
DATA IN A LONG CORRIDOR LEADING
DATA IN A TOWER ROOM . THE EXIT
DATA IN A DRAGONS LAIR. THERE ARE
DATA IN A MAGI ANS ROOM. WRITTEN ON
DAT AOUT SIDE THE CASTLE THE ROAD
DATA9, 74,6, 2,0,0
WISHING WELL. THE EXIT IS WEST
NORTH AND SOUTH
NORTH SOUTH. THERE ARE STEPS UP TO THE:
STAIRS ARE EAST
EXITS NORTH AND
THE WALL IS THE
LEADS TO FREEDOM
SOUTH
WORD SHAZAM
DAT AO, 0, 1
t >
0
4
0 , 3 * O
DAT AO- Q 9
DATA0,65.,3
DAT A4 ,, 0 , 0 j, 0 ,0,0
DAT AO, O, 7 ? 1 O, 0
DAT AO, 0,68,6., 0,0
DATA0,0,0,7,0,0
DATA 10, 1 „oJ 0,0,0
DATA1 2,9,0,, 11,11,0
DAT AO, 0, 10,0,0, 10
DAT A73„ 10, 6, O, 0,0
DAT AO, 12,0,0,0,0
DAT AO ,0,0,0,0,0
DATA 1 , NORTH , 2 , SOUTH , 3, EAST , 4 , WEST , 5 , UP , 6 , DOWN
DATASWORD, 5, GOLD SWORD, ROD, 8, BLACK ROD, COIN, 3, GOLDEN COIN. SILVER, 9, BAR OF
SILVER, EMERALD, 11, LARGE GREEN EMERALD . PEARL ,13, LARGE PINK PEARL , RUBY 8 , HUGE RED
RUBY
DATADOOR, DRAGON
DATAGET, DROP, KILL, WAVE
DATA I NVENT , SHAZAM , LOOK
REM***** MESSAGES ******
DATATHERE IS A FLASH OF LIGHT AND THE MAIN GATE OPENS
DATACHING! THE COIN DISAPPEARS DOWN THE WELL WHICH MAKES A SECRET DOOR TO
THE EAST OPEN
1790 DAT A A SECRET DOOR TO THE EAST IS OPEN
DATATHERE IS A HOLE IN THE GOLD CURTAIN
DATA THE SWORD FLASHES - AND THE DRAGON SCREAMS AND DISAPPEARS
DATANOTHIMG HAPPENS
DATAA FLASH FLIES FROM THE ROD AND PIERCES THE CURTAIN
DATAA DRAGON BARS THE WAY NORTH
1620
1 630
t 640
1 650
1660
1670
1680
1690
1700
1710
1720
1 730
1740
1750
1 760
1770
1780
1 300
1810
1 820
1830
1 840
ADVENTURES
48K SINCLAIR ZX SPECTRUM
You are a Knight of Camelot,
searching for Merlin's lost
treasure. On your way you
will discover the Witches'
Tower, rescue a Princess
held bv the wicked Wizard
of Trill. £5.95
You discover the entrance
to an ancient pyramid
blocked by a rock. Once
inside, you discover fire
rooms, ice rooms and
other traps set by the
builders to protect the
Pharaoh. £4.95
A rope above a rock fissure
is the only way into this
Magic Mountain, or is it?
Legends tell of vast stores
of treasure but also of
poisonous spiders, lizards
and magic at work. £4.95
Send SAE for full list
An old deserted mining
town holds the clues to
the location of a lost gold
mine. Once in the mine,
your problems are not
over - the roof creaks
alarmingly and might
cave in. £4.95
A full war-time escape
Adventure. As a prisoner
of the Germans, you
must escape through the
network of tunnels, rooms
and chambers. The fence
around the camp is elec-
trified and guards are
evervwhere. £6.95
**NEW**
T\T TTnnO A r^r^^V^X Arrrn DeptE FREEPOSTEM463 (No stamp)
PHIPPS ASSl II I ATFT 172 Kingston Road, Ewell, Surrey KT190BR
A A AAA A ^ riUUV/V^irillJkJ Telephone 01-393 0283. 24 Hour answering.
Prices include postage (outside Europe add £1.00 per item). Access and Visa cards we/come
March 1984 Micro Adventurer 19
COMING SOON FROM
Melbourne House
call
arms for
monster fighters
TO FIGHT or not to fight, that is the
question. In most adventure games, if one
encounters a monster, one does not really
fight to get rid of it. In Crowther's original
Colossal Cave Adventure, a player can;
drive away a fierce green snake by releasing
a little bird that attacks the snake. You can
even kill a dragon with your bare hands,
but you can hardly call that fighting.
Weapons and magic
In Dungeons and Dragons, the monster-
fighting occupies about 70% of the playing
time, although it really depends on how the
dungeon master arranges the game. It has a
rather sophisticated combat mode that
involves weapons, magic, intellectual and
physical status of the players and monsters.
Hence *D and D's great popularity.
Lyman Alpha compares the brain-teasing problems of an
adventure game with the sophisticated combat style of
Dungeons and Dragons
Fighting in D and D is truly great fun.
Take away the fighting and the resultant
game would be similar to an adventure
game, but I doubt that it would hold a
player's interest much longer. Unlike
adventure, D and D is a sociable game, so
when it comes to fighting everyone gets a
chance to bash away at the monster. If D
and D consisted solely of problem solving
then the less proficient players get left
behind as all the problems are likely to be
solved by the experienced players. This,
though, is fine for an adventure game
where there is only one player.
It would be nice, however, if one could
have a sophisticated combat system as well
as complex problems in computerised
adventure games.
I do not know why many adventure
programmers avoid this. Perhaps it is
because combat subroutines eat up a large
amount of memory. 1 suspect that
programmers believe that lengthy des-
criptions and a vast number of locations are
more important than the fighting element. 1
shall explain my combat system and how to
implement it in the hopes that this void in
adventure gaming might be filled. A nice
mixture of fighting and problem solving go
well together and I think one needs
PROGRAMMED BY L .ALPHA
****************************
2-> SWING 3) THRUST 4) ESCAPE'
319IF
328IF
330 IF
AX=1 THEN PR I NT " YOU
AX=2 THEN PR I NT " YOU
AX=3 THEN PR I NT -YOU
RND ( 1901 > PROBABI LYX
; MONSTER* ;
; WEAPONS 1 "
" ; WEAPONS;
BUT YOU'VE
WITH YOUR " ; WEAPON* ;
AT THE " s MONSTERS;
AT THE " ; MONSTER* :
MISSED HIM'"' :GOT0428
OR MDEFX<=8 ORMDEXX<=8
ki 1 1 x=k i 1 ix+ liENDPROC
THENPRI NT "THE
THEN PRINT -WELL DONE 1 YOU HA
jMONSTER*;- TRYS TO ATTACK YO
48 REM
50REM
68 REM
70 REM
80
90PROCINIT
1 0 0REPEAT
1 10PROCMONSTER
I 20PROCWEAPONCHG I CE
1 38PR0CSTATUS
140PROCFI6HT
150PROCBONUS
160 UNTIL FALSE
170
180DEFPROCF I GHT
196 PRINT
208PR INT "WHAT DO YOU WANT TO DO?"
218PRINT
220PRINT" It HIT
230AX=GET-48
248 IF AX<=0 OR AX>=5 THEN 230
250 IF AX=4 THEN PROCESC : GOTO 190
260PROBABI LYX=»< dex ter l t yX-MDEXX/2-5* <VERBX=AX> + RND< 5> >
270PRINT
280PRINT-HIT PROBABILITY = - ; PROBAB I LYX ; " X "
290PRINT
ATTACK THE '
SWING YOUR '
THRUST YOUR
THEN PRINT"
340HITSTRX=strenqthX*< 7+WEAP0NSTRX-2* <VERBX=AX> ) / 1 1> ( *( 1-MDEFX/ 150>
350 PR I NT" AND HIT HIM WITH STRENGTH "jHITSTRX ■
368MSTRX=MSTRX-HITSTRX/2
379MC0NX=MC0NX-H I TSTRX
388MDEFX=MDEFX-HITSTRX/4
398MDEXX=MDEXX-HI TSTRX/3
488PRGCSTATUS
4 10IFMSTRV.<=0 OR MCONXC=8
KfZ DESTROYED THE " [MONSTERS
420IF MDEXX-dexten tyX/2>RND< 100)
U BUT HE MISSES YOU ! " : GOTO 1 90
43BHITSTRX=MSTRX*< ( 1-def enceX/ 169) *2>
440 s t r en g t hX=s t r en g t h'/.-H I TSTRX/2
450 c on s 1 1 t u 1 1 on/.= constitute onX-H I T ST RV.
460dexteri tyX=dexten t y'/.-H I TSTRV./3
470de+enceX=de+enceX-HlTSTRX/4
488PRINT"THE " ;MONSTERS ; " ATTACKS YOU WITH HIT STRENGTH " jHITSTRX
490IF HITSTRX08 THEN PROCSTATUS
588 IF strenQthX<=0 OR const l tu t 1 onX<=8 OR dex ter l t vX<=8 OR def enceXOB THEN PR
I NT ■ OH DEAR, YOU ARE DEAD . " : PROCDEAD
5I0PRINT"WHAT DO YOU WANT TO DO* 7 ( 1-4) "
528GOTO230
538ENDPROC
548
550DEFPROCESC
360 PR I NT
578 IF RND< 100>>dexterityX-MDEXX
PE' " :ENDPROC
580PRINT-OK YOU ESCAPE ! "
598PR0CMONSTER
6B8PR0CWEAP0NCH0I CE
6 1 8PR0CSTATUS
628ENDPR0C
630
640
650DEFPROCIMIT
66BCLS
670strengthX=RND<.50> + 50
680c on s 1 1 t u 1 1 onX=RNO ( 58 ) ♦ 50
698 dex ter i tvX=RND<50) +50
700de*ence>;=RNO<58> +58
7 10k i 1 r-.=e
728PRINT"WELCOME TO THE DUNGEON 1
730PRINT
740ENDPROC
758
768
770DEFPROCMONSTER
780RESTORE950
798M0NSTERS=FNW0RD
e88RESTORE9*0
B 18MQNSTER*=MQNSTER*+ " " + FNWORD
820RESTORE978
838M0NSTER*=M0NSTER*+ " "+ FNWORD
848PRINT
358PR I NT ST R I NG* < 38 , " X " )
THEN PR I NT "THE " ; MONSTER* i " WON'T LET YOU ESCA
860PRINT-YOU ENCOUNTER A "; MONSTER*
870PRINTSTRING4'. 33, "*")
880PRINT
89BMC0NV.=RND< 50) +50
900MSTRX=RND< 58) +50
910MDEFX=RND<50; +58
928MDEXX=RND^58? +50
930ENDPROC
940
958 DATA FIERCE, HQRR I FY I NG , G I ANT , HORR I BLE , GREAT
960 DATA GREEN , RED . BLACK , GOLDEN ,WH I TE
978DATA SNAKE , DRAGON , DINASUAR .MONSTER , SPI DER
988
998
1800DEFFNWORD
18 10AX=RND< 5> + 1
10 20BX=1
1038REPEAT
1840READ A*
18 58BX=BX+ 1
1B6BUNTI L AX=BX
10 70=A*
1088
1098
I 100
1 1 10
1 1 20 DEF PROCSTATUS
1 130 PR I NT
1 140PRINT " STATUS"TAB'. 13) "Y0U"TA6<26) "MONSTER"
1 1 50 PR I NT
1 160PRINT " STRENGTH"TA8< 13) ; s t r eng t hX ;TAB< 26)MSTRX
1 170PRINT"CONSTITUTION"TAB< 13) :consti t u 1 1 onX ;TAB< 26) MCONX
1 1 88 PR I NT " DEXTER I TY " TAB < 13) ; dex ter i t yX ;TA8t 26) MDEXX
1 1 98 PR I NT " DEFENCE" TAB ( 13) J def enc eX j TAB< 26) MDEFX
1280PR1NT-WEAPON"TAB< 13) WEAPON*
1210PRINT
1220ENDPROC
1238
1248
1250
1260
1 270DEFPROCWEAPONCHO ICE
1288PR INT "WHICH WEAPON WOULD YOU LIKE TO USE''"
1298 PR I NT
1380PRINT-D SWORD 2) MACE 3> HATCHET 4> LAI-ICE"
1310AX=GET-48
1320 IF AX<=8 OR AX>=5 THEN 1310
1338REST0RE1488
1348BX=8
1 358REPEAT
1 368READ WEAPONS .WEAPON ST RX ,WEAPONDEFX .WEAPONDEXX , VERBX
1378BX=BX*1
isbbuntil ax=bx
1398ENDPR0C
1488DATA SWORD ,8,8,0
14 10DATA MACE.8,-1. 1
1.0
1
1
- 1
0,-1,3
1420DATA HATCHET
1430DATA LANCE, 1
1448
1450
1460
1470DEFPROCDEAD
1480PRINT"WOULD YOU LIKE ANOTHER GAME?"
1498A*=GET*
1588IF A*="Y n THEN RUN
1518GOTO1490
1528
1530
1540
155BDEFPR0C BONUS
1560 PR I NT
15?8PRIMT"PRESS <SPACE> TO CONTINUE"
1580 IF GETtO" " THEN 1580
1598CLS
1688PRINTSTRING*08,"*")
1610PRINT
1620PRINT"YOU DRINK THE HOLY WATER WHICH
1 638s t r enq t hX=s tr eng thX+0 .8*RND< 180 -strength/.)
l648const i tut l onX=const l tut i onX+8 . 8*RND< 10 0-const l tut ion/.)
1650de+"enceX=def enceX + 0 .8*RNDt 100-def enceX)
1660dex ter i tyX=dex ter i tyX+0 . 8XRND< 100-dex ten tyX)
1 6 70 PROCSTATUS
1680PRINT-YOU HAVE DESTROYED ";Kil1Xi" MONSTERS"
1698PRINT
1 700ENDPROC
REVITALISE YOU."
22 Micro Adventurer March 1984
WELCOME TO THE DUNGEON
YOU ENCOUNTER A GIANT GOLDEN SNAKE
XXXXXXXXXXXXXXXXXXXXKXXXXXXXXXXXKXX3CXX
WHICH WEAPON WOULD YOU LIKE TO USE?
1) SWORD 2) MACE 3> HATCHET 4) LANCE
STATUS EXCULIBER MONSTER
STRENGTH 98
CONSTITUTION 77
DEXTERITY 65
DEFENCE 81
WEAPON SWORD
95
88
81
51
WHAT DO YOU WANT TO DO?
1) HIT 2) SWING 3> THRUST 4) ESCAPE
HIT PROBABILITY = 27*/.
YOU SWING YOUR SWORD AT THE GIANT GOLDEN SNAKE BUT YOU'VE MISSED HIM'
THE GIANT GOLDEN SNAKE TRYS TO ATTACK YOU BUT HE MISSES YOU !
WHAT DO YOU WANT TO DO" J
1) HIT 2> SWING 3) THRUST 4> ESCAPE
HIT PROBABILITY = 34^
YOU ATTACK THE GIANT GOLDEN SNAKE WITH YOUR SWORD BUT YOU'UE MISSED HIM
THE GIANT GOLDEN SNAKE ATTACKS YOU WITH HIT STRENGTH 3
STATUS EXCUL I BER MONSTER
STRENGTH 96
CONSTITUTION 74
DEXTERITY 64
95
88
81
something to relieve the frustration during
an adventure game.
My system is similar to that of D and D.
You have four indicators that reveal your
state of health and fighting ability.
Strength: indicates one's strength and the
maximum force you can generate. Con-
stitution: encompasses one's stamina and
general health. Dexterity: indicates one's
agility and hand-to-eye co-ordination. This
factor determines whether you hit or miss.
Defence: your resistance to brute force.
Hit probability
The player can use various weapons
which affect different results. For instance,
if a mace is used to hit a monster the desired
result is achieved, but it is no good for
defence and when you are hit your points
are reduced. Verbs such as hit, swing and
thrust also affect the performance of the
weapon. In my system I have included three
verbs to attack. One must use the right
words to gain the best effect.
There are five types of monsters and
descriptions. I use two sets of five
adjectives. Their status is set randomly
above 50.
When one attacks a monster, the
program first works out the hit probability
which depends on the player's dexterity, the
monsters' dexterity and how you are using
your weapon.
The percentage is displayed and a result is
then notified, together with the hit strength.
The hit strength depends on the player's
strength, the weapon, the verb, and the
monster's defence.
The resultant monster-strength is
calculated as follows: strength = strength
— hit strength /2. Constitution = con-
stitution — hit strength. Defence = defence
— strength /4. Dexterity = dexterity — hit
strength /3.
You can play the program as it is but it is
primarily designed to be incorporated in an
adventure game. It can be compacted in IK
byte using shorter variable names and
multi-statement lines. □
DEFENCE
WEAPON
88
SWORD
51
WHAT DO YOU WANT TO DO? (1-4)
HIT PROBABILITY = 33*/
YOU ATTACK THE GIANT GOLDEN SNAKE WITH YOUR SWORD AND HIT HIM WITH STRENGTH 51
STATUS EXCUL I BER MONSTER
STRENGTH 96
CONSTITUTION 74
DEXTERITY 64
DEFENCE 80
WEAPON SWORD
6?
37
64
38
THE GIANT GOLDEN SNAKE ATTACKS YOU WITH HIT STRENGTH 2
STATUS
EXCULIBER
MONSTER
STRENGTH
95
69
CONSTITUTION
72
37
DEXTERITY
63
64
DEFENCE
79
38
WEAPON
SWORD
WHAT DO YOU WANT TO DC
( 1-4)
HIT PROBABILITY = 32X
YOU SWING YOUR SWORD AT THE GIANT GOLDEN SNAKE AND HIT HIM WITH STRENGTH 45
EXCULIBER MONSTER
STATUS
STRENGTH 95
CONSTITUTION 72
DEXTERITY 63
DEFENCE 79
WEAPON SWORD
46
-8
49
26
WELL DONE! YOU HAVE DESTROYED THE GIANT GOLDEN SNAKE
PRESS <SPACE> TO CONTINUE
March 1984 Micro Adventurer 23
Graphic
Aztec
puzzle
Adventure Aztec Tomb Micro
Commodore 64 Price £7. 95
Formal Cassette Supplier
Alligata Software, Superior
Systems Ltd, 178 West St,
Sheffield.
GRAPHICS combined with
text seems to be the in-thing for
adventures at the moment, and
Aztec Tomb follows this trend.
The quest starts in an
ordinary house — well, maybe
not so ordinary. Its interior is
rather small to say the least,
but with skill or luck you
should soon find yourself in
the Amazonian rain forests,
trying to discover an Aztec
tomb.
A -split-screen technique is
used. The graphics occupy the
top two-thirds of the screen
(with space at the right-hand
edge for describing visible
objects); descriptions, re-
sponses and input are confined
to the lower portion.
The background is black
against which the text
colouring leaves a little to be
desired in the way of clarity.
Each location is presented as
a simple, yet colourful picture
of the scene. For example a
bedroom is represented by
three walls, a bed and bedside
cabinet.
Naturally, you'll want to
open the cabinet drawer (spelt
draw in the program). If you
do, the picture is replaced with
one where the drawer is pulled
out.
The graphics are attractive
and, best of all, drawn
instantly — there is no waiting
while chunks of the picture are
filled in with colour.
Objects lying around for you
to examine or pick up are not
shown, but are merely
described in the text.
There is no facility for
switching to a text-only mode
— some adventurers prefer to
leave the pictures to their
imagination.
The vocabulary seemed
small but adequate. Apart
from the usual N,S,E,W
abbreviations to four letters
are accepted.
Having got stuck quite early
on, I decided to call for help.
This crv from the heart was
JU
What's on the way in the adventure world — if
you have a new adventure, war game or real-life
simulation which you are about to release send
a cupy and accompanying details to
Software Inventory; Micro Adventurer
12 13 Little Newport St, London WC2R ii_D
For Cc*nrr*xkye64
always met, not unfairly, with
the response "Examine the
think". Good advice — I
decided it was time I examined
the listing.
It turned out to be easy to
break into the program, a fair
part of which was written in
Basic.
The listing is semi-protected
Blackboard
is out to
get you
Adventure Pirate Micro
Spectrum 48 K Price £9.25
Format Cassette Supplier
Chalksoft Ltd, 37 Willowslea
Rd, Worcester.
PIRATE is described, in the
blurb, as an adventure
program for children.
Not knowing quite what to
expect, I slipped the cassette
into the tape deck, and absent-
mindedly started to load the
program.
The lounge was starting to
get dark, being lit only by the
glinting of tinsel and paper
chains for Easter. Enough of
mind-wondering. The instruc-
tions have finished loading.
(it overwrites itself on the
screen) but to a determined
adventurer not much of an
obstacle when desperate for a
clue and further progress.
Examining listings could be
called cheating, and, in the
main, I would agree.
Publishers should break-proof
Basic adventures to protect
unscrupulous and unpersistent
adventurers (who, me?) from
themselves.
The adventure seemed
interesting enough from the
progress 1 made, although one
or two of the puzzles seemed a
little illogical or unreal in their
solution. I found one bug — a
jar was described as full when
it was empty. With its simple
stylised graphics, the adventure
is probably more suitable for
ihe younger player (the inlay
recommends it for 1 1 year olds
and over), although some of
the problems are a bit sticky.
Worth a play. BC
The adventure comes in two
parts. The first is on board
your ship, which is sailing the
"seven seas me hearties!" Part
two takes place on a secret
island, but more of that later.
While sailing around in part
one, you will face various
difficulties, such as torn sails,
men overboard or a leaky hull
You can also find yourself
becalmed or even ship-
wrecked.
There are other pirate ships
to be fought and captured, but
beware — if you are defeated
you will be made to walk the
plank.
You will find several islands
on your travels, one of which
has a mysterious black cat,
which, with very little
persuasion will tell you its
name. Remember this as you
can't get into part two without
it.
This is either a very fickle
feline or it has an identity crisis
because it has a different name
each time you play.
On finding Treasure Island I
was attacked by an old man
that I presume must have been
Ben Gunn.
One island contains a
dragon, which must, of course,
be slain. At this point, if you
have amassed enough jewels
and can remember the name of
your new pet, you can proceed
to part two.
You find yourself in a
harbour of a strange island.
The cat tells you that its master
is a king who is held captive by
Blackbeard somewhere on the
island. Your mission, should
you decide to accept it, is to
rescue the king.
It is well worth making a
map of the island as you go, as
you will undoubtedly die
several times by falling off
cliffs, being killed by
Blackbeard's pirates or in
forest fires.
When you die, you start
back at the harbour again.
To keep your strength up,
you can eat when you find
banana trees, and the
opportunity may present itself
for a nice piece of roast pork.
Once you have tracked him
down, you must kill
Blackbeard to release an
extremely grateful king.
So, to sum up, Pirate has
some nifty little tunes, but they
become a bit repetitive, and the
graphics are very basic.
The only responses required
by the program are the four
directional keys plus Y and N.
Pirate did not really capture
my imagination, but then it
isn't really intended to. I don't
think it will ,be challenging
enough for anyone but
younger children. Overall, I
would say that it is not good
value at £9.25. PM
(wit)
ADVENTURE
prop
?X SPECTRUM
48k
mm mm
^^^^mmmp mmmmm^w
24 Micro Advcniurer March 1984
Everest
hopes
dashed
Simulation Everest Micro
Dragon 32 Price £7.95 Format
Cassette Supplier Salamander
Software, 17 Norfolk Rd,
Brighton, East Sussex.
AS THE words "Regret Hank
died during night" came up on
the screen, I leaned back from
the keyboard. The expedition
was over. The hopes of so
many men had been dashed by
an error of judgement
concerning the distribution of
food. We had failed to
conquer Everest.
This game (complete with
video-type case) is one of the
latest offe rings from
Salamander Software, who
have now grown to be one of
the most reputable software
houses to produce Dragon
programs.
Everest is a simulation of
mountaineering.
The player has the choice of
tackling any one of three peaks
(Nuptse, Lhotse or Everest)
and the choice of Spring or
Autumn (in Autumn the
weather conditions are worse).
After choosing these, the
climbers for the day must be
picked, and then loads
allocated. If they have more to
carry, or are forced to go
without food, they become
weaker, and three climbers
dead means that the expedition
is called off.
At the end a rating is given,
which may either be a rude
comment or a numerical
representation of how well the
player has done, depending on
how good he or she is.
To accompany the rating
there are a transferable host of
other features, including a hi-
res display of the actual climb,
transferable to any climber,
which all add to the overall
enjoyment.
Everest is all BASIC, but
don't be put off, because it
must be one of the best
simulations I have seen for the
Dragon.
Judging by the realism of the
game, Everest has obviously
been well thought out, and the
author has put a lot of effort
into making it real. The
instruction booklet reads well
because whatever the program
may be, it is not user friendly.
I liked this game, and I am
sure that many a would-be
Chris Bonnington would enjoy
spending the long winter nights
in front of the fire climbing
Everest. MG
Limited
space
flight
Simulation Space Shuttle
Micros BBC B, Atari 16K,
Tandy Colour, Spectrum 48K,
Dragon, Electron, CBM 64,
Oric. Price £8.00
Format Cassette
Micros CBM 64, BBC B,
A tari.
Price £9.99 Format Disk
Supplier Microdeal, 41 Truro
Rd, St A us tell, Corn wall.
HAVING BEEN treated to a
welter of television advertising
for this program I looked
forward to seeing it.
The simulator comes with a
14- page flight manual
containing the mission plan
and control, instructions for
your flight.
The mission is to launch
yourself successfully into orbit,
fetch a malfunctioning satellite
by parking next to it and then
retrieving the device with your
remote control arm.
After the satellite is safely
stored, close the bay doors, fire
retros and begin re-entry. Fly
into a final approach window
and perform a mock landing
flare. Then start your final
approach to the runway
resulting in a safe landing.
The program is split into
three main phases take-off,
park and re-entry.
Before take-off the player is
given the weather conditions
for the proposed landing site:
wind strength, direction, cloud
ceiling and so on.
The take-off, plus some
other parts of the simulation,
are carried out under auto
control where you may relax
and look out of the window at
the disappearing mountains.
Keyboard or joysticks may
be used to control the flight
into orbit and the parking
alongside the satellite.
The retrieval of the wayward
Sputnik is carried out by means
means of an arm which is
manoeuvred out of the bay
until it touches the satellite and
held in contact until it locks.
Having retracted the arm
and stowed everything away,
the player may activate the re-
entry sequence and try to
navigate to the landing strip.
There are few controls to
master, and just as few
instruments in this package.
The many aircraft simulators
already available appear to be
more sophisticated than this
program.
The graphics shown through
the window are white,
flickering and crude. As this
program is available for a
number of micros I can only
assume that it has been
restricted by the limitations
imposed on it by the other
poorer systems it is designed to
run on.
BBC micro users, who are
used to much better, are not
liable to be over impressed by
much in this game.
Whether it be the childishly
simple retrieval sequence or the
blackout phase, where my
interest also blacked out.AM[>
Persistence brings rewards
Adventure Krystals of Zong
Micro Commodore 64 Price
£7.95 Format Cassette
Supplier PSS, 452 Stoney
Stanton Rd, Coventry.
THE OBJECT of this game is
to collect treasures while
avoiding the various nasties
that pursue you.
The game is played within a
series of nine rooms. These are
arranged in a three-by-three
matrix, and are numbered one
to nine.
Room five is in the middle of
the matrix, and it is from here
that each game begins.
Each room consists of a
maze, with a treasure
compartment at its centre.
There also are exit doors to the
immediately adjacent rooms.
The treasure compartment
of each room is protected by a
lock. Scattered throughout the
rooms are the nine keys that
unlock the treasure compart-
ments. The game lists all the
keys held by the player.
The keys are colour coded to
match the border area of the
room to which each particular
key applies. For example,
room one has a purple
surrounding. To open its
treasure compartment it is
necessary to find the purple
key.
To prevent you doing this
there are assorted snakes, bats
and other nasties which pursue
and attempt to kill you.
You are allowed five lives,
and are provided with a sword
in each room with which to
fight off your pursuers.
There are eight levels of
play. At' each level one of the
treasures is a ladder that
enables you to climb to the
next level. The speed and
complexity of the game
increases as each new level is
reached.
As well as building up your
score, some of the treasures
help you in your fight with the
pursuers.
For example, there are a pair,
of elven boots that enable you
to move much faster than your
pursuers.
This game borders on the
addictive. There are excellent
graphics and the complexity
varies enough throughout the
eight levels to appeal to players
of widely differing abilities.
My particular version was
not completely bug-proof, but
that is my only criticism of an
otherwise excellent game. RJ
March 1984 Micro Adventurer 25
The Hobbit. Now the best is
"After a very short time I found that 'The
Hobbit' was becoming almost 3 way of life
rather than a game, and so when I finished it
for the first time i was partly sad because I
felt that all the fun and adventure had
ended, but I was wrong. Even now I am
discovering new things about the game and
feel that it will be some time until all of its
secrets are revealed to me. " . . '.'
MR. J. STERN, Herts
have at last received your 'Hobbit'
program and would like to congratulate you
on its excellence. After four days of sweat
and tears I have completed only 37.5 per
cent of the adventure. The program has lived
up completely to expectations, and there is
no doubt about it being the best production
for the Spectrum to datej^ou have
surpassed ail others
program :y\
--
of
"A lot of fun.
COMPUTIj
"The excellent gra
The exciting differ
is that it is possibl
converse_with all t
meet and ask their
recommend this gM
Tolkien, or novel a|
POPULAR COMP
"I am writing toed
'Hobbit'. I think it is one
ingenious programs I have h"
to use. It has kept me stum
months. I think the effort thfThas
writing a program like this must have beH
enormous. TheeffectsarebrillianttosaytP
JEREMY CHESTER
)it takes first place m the new
ty and value for monev.""" 1
SINCLAIR USER
ations in the Adventure are
res. The
ied plot ' V
enor toany
or the
COMPUTER
Irfsty Mountains
'this game is
tat to play and is No. 1 for
excitemsnt. "
GORDON DEMPTSTER, Scotland
ianks again for an excellent game in 'The
Hobbit'. I feel I have really got my money's
worth out of piaving time. Congratulations!"
MR. P. RUSHTON. Leeds
"The most powerful computer game yet
invented."
COMPUTER WEEKLY
"Within my circle of friends this game has
become something of an obsession. We
meet every Friday night at someone's house
and spend 3-4 hours on 'The Hobbit'. Friday
night would not be the same without 'The ■
Hobbit'."
CHRISTINE VERCHILD, Wilts
"One new Adventure game stands head
and shoulders above the rest. It alone
almost provides you with a good enough
reason to buy a 48K Sinclair Spectrum. Not
only does The Hobbit produce drawings of
the main scenes, but it also understands
proper sentences rather than pairs of words
for its commands. It comes with a copy of
J.R.R. Tolkien's classic book of the same
name, it is the program with the most
detailed and best written documentation
ever."
WHAT MICRO
"This is an impressively packaged
Adventure game which makes good use of
the Spectrum's colour graphics. They have
not only produced one of the best games for.
the Spectrum, but given everyone else a
'esson in good ga^e design."
RACTICAL COW
I
"I am the owner of a copy of The Hobbit'
which is wonderful entertainment, and very
challenging. I have other tapes and •
publications of yours, all of which are
excellent."
MR. D.J. BURGH, Kent
"Having received the most excellent piece of
programming I have ever seen, we have had
no social life whatsoever. 'The Hobbit' has
been dominating our lives since January and
many nights have been spent until 3 o'clock
trying to conquer it."
. SIMON ROGERS, Avon
"I have recently purchased your exce
adventure game 'The Hobbit'. This,
greatly enhanced by the use o;
graphics, its availability
na
of havim
LytQ
ri
\
Melbourne House
available for . » /
"in my software library, your program The
Hobbit' takes first piace."
DAVID MAXWELL, Londoi
"I am the proud owner of yourexceiier
program 'The Hobbit' and have a
many happy, restful, relaxirj
hours trying to soive
Id for my ZX
ou supply called
excellent
the money. I find
ery realistic. The
ccurate. It sticks
ebook, which is a
it very compelling
EN CASSIDY, Essex
ing recently purchased a Sinclair
SpWtrum I decided to buy 'The Hobbit'
sin* \ have been doing a literature project
based on 'The Hobbit' with my class of 10
and 1 1 year old children. Over the last 10
weeks the children, having read the book,
have been attempting the program with my
assistance. Let me congratulate you on a
most entertaining program." *
MR. K. REiD ANDCLASS7,
Nottingham
". .. -.imore of anexperience than a
program!":: v
POPULAR COMPUTING WEEKLY
". : . the most unique factor of this program
is that the user instructs the computer in
completely ordinary English sentences. The
Hobbit program is capable of very
sophisticated communications . . ."
■ > ' • ZX COMPUTING
"I purchased 'The Hobbit' not long ago and
since then I have been engrossed in the
game, and I'm beginning to think no-one
wants to talk to me as all ! talk about is my
adventures in. 'The Hobbit'.''.;': *
DAVID ROWLEY, Stoke-on-Trent
"The use of graphics is one of the features
which makes The Hobbit special. The 1
addition of graphics as good as these adds a
whole new dimension to the Adventure. It is
certainly a marvellous game, which should
set the standard for future Spectrum
adventures." " • ' -
ZX COMPUTING
a
a
44
ate you on. a
^ve enjoyed
enseiy. I must thank you
ucing such a clever product, it
as worth every penny of the purchase
price.
MRS. J. RYCRAFT, Northampton
"The Hobbit' is a beautifully con-
structed, frantically-maddening,
tortuous, gloriously inconsistent,
thoroughly spooky adventure — far
better than I could have hoped for and
certainly the finest of the dozen or so
adventure programs I have. In short, I
congratulate the four who sweated for
a year and a half."
MR. PETER JONES, South Glam
Nothing is certain in this Adven-
ture, but uncertainty! Add to this the
brilliant graphics that are used to
describe many of the locations and we
have an Adventure that is going to
become a classic for the Spectrum."
POPULAR COMPUTING WEEKLY
...we are not eating food.. .we
are losing sleep... and it's great! We
are lost, in the Hobbit program."
MR. JOHN HARRIS, Kuwait
The children were immediately en-
thusiastic about the program (even
dedicated footballers gave up some
playtimes to use it!). Many children
borrowed copies of The Hobbit' from
the library to read for themselves."
JUNIOR EDUCATION MAGAZINE
'The Hobbit' arrived and single-
handedly set the standard for
adventure games to come, with its
sophisticated mixture of advanced
language analysis and beautifully
detailed graphics."
MICRO ADVENTURER
IVJ
Orders to:
Melbourne House Publishers
131 Trafalgar Road
Greenwich, London SE10
Correspondence to:
Melbourne House
Church Yard
Tring
Hertfordshire HP23 5LU
All Melbourne House cassette software is
unconditionally guaranteed against
malfunction.
Trade enquiries welcome.
□ Please send me your free 52 page catalogue.
Please send me:
SPECTRUM
□ Spectrum 'The Hobbit" 48K £14.95
□ Penetrator 48K £6.95
□ jerror-Daktil4D48K £6.95
□ Melbourne Draw 48K £8.95
□ H.U.R.G. 48K £14.95
□ Abersoft Forth 48K £14.95
□ Classic Adventure 48K £14.95
□ Sherlock Holmes 48K £14.95
COMMODORE 64
□ Commodore 64 "The Hobbit" £14.95
□ Commodore 64 Hungry Horace £5.95
□ Commodore 64 Horace Goes Skiing £5.95
DRAGON 32
□ Dragon 32 Hungry Horace £5.95
BBC
□ BBC "The Hobbit" Model B £14.95
ORIC 1
□ Oric 1 "The Hobbit" 48K £14.95
VIC 20
□ Cosmonauts, Unexpanded VIC 20 £5.95
□ Wizard & Princess, Unexpanded VIC 20 £5.95
All versions of "The Hobbit" are
identical with regard to the
adventure program. Due to memory
limitations, BBC cassette version
does not include graphics.
Please add 80p for post and pac k £
TOTAL £
.80
I enclose my □ cheque
□ money order for £
Please debit my Access card No. . .
Expiry Date
Signature
Name
Address . .
Postcode
Access orders can be
telephoned through
on our 24-hour ansafone
(01)858 7397.
MA3
micro
Battling
a colour
problem
War game Paris in Danger
Micro A tari 400/800 48K
Price £28.95 Format Disk
Supplier Avalon Hill Game
Company, 650 High Rd,
North Finchley.
THE DATE is 1814 and Paris
is in danger. Napoleon has to
defend Paris against
numerically superior Allied
troops.
Paris in Danger, from
Avalon Hill, recreates the
campaign in detail. This is a
two-player game, and there are
the remnants of a fine
simulation here. Unfor-
tunately, the game is made
almost unplayable because
Avalon Hill have used an Atari
feature known as artifacting to
create a map.
Artifacting allows the Atari
to display more than one
colour on its hi-res display
mode. This works very well on
American NTSC televisions
but not on our PAL system.
What are blues and reds on the
American standard are just
funny coloured lines on ours.
As far as Paris in Danger is
concerned this makes things
awkward. The whole game
hinges around how manv
towns each army has under its
control. The towns are
coloured red and blue, as are
the various armies concerned.
Artifacting makes these
towns indistinguishable from
each other. A separate record
has to be kept on a piece of
paper if you want to keep track
on who controls what. That
aside, Paris in Danger is the
start of a superb system of war
games on computer (another,
Waterloo, is soon to follow).
Paris in Danger combines
strategic and tactical systems in
one game. Initially corps-sized
units are moved around a large
scale map of France. If a unit
meets with the enemy the
players are given the chance to
move onto a small scale
tactical map with division-
sized units or let the computer
adjudicate the combat.
The strategic map is
approximately six screens in
size. Using a joystick means
that you can scroll around the
map quite quickly.
Each unit is supplied with
orders for the forthcoming
week. One move for each day
plus an extra move for force
marching. When two opposing
units meet the computer will
ask if you want it to resolve the
combat or if you want to go to
the tactical map.
Computer adjudication is a
lot quicker. Average game time
using the tactical map display
can be upwards of five hours.
Using the computer cuts this to
around three.
The small scale tactical map
displays at random, bridges,
forests and towns as well as the
units involved. Each unit can
be formed up in any of four
formations. These are line,
column, mixed and square.
Each type of formation will
change the way in which the
unit fights. For instance,
fighting in line inflicts
maximum casualties but is very
vulnerable to flank and cavalry
attack. Column gives the
optimum movement allow-
ance, but it drastically affects
the amount of firepower a unit
can bring to bear.
The tactical system makes
playing Paris in Danger almost
enjoyable, but once again
Avalon Hill have not taken
into account the change in TV
systems.
The background colour for
the map is dark grey. On my
television 1 had to alter all the
controls to even see the units
on the map. Once I returned to
the strategic map they all had
to be altered back.
Strategy tips: the French
player must engage in battle as
frequently as possible. His
objective is to obtain 60 points
by killing 45,000 allied
soldiers.
The Allied strategy is to
avoid battle at all cost and take
as many of the towns as
possible. The player should
never fight at odds of less than
two to one if he can help it.
Although numerically
superior the Allied troops are
not as well trained or lead as
the French troops and they will
take a hammering at odds of
less than two to one.
On the tactical map the best
plan is to form your troops
into line formation and protect
the flanks by anchoring the
formation on woods or rivers.
Cavalry must be used only
when an enemy division is in
trouble and it's morale is low.
When this happens send in the
cavalry and try to force a break
in the line. If you get through
One man's Medea
is another's
Adventure Crypt of Medea
Micros Apple 11+ , He, III
Format Disk Supplier Sir-
Tech, Ogdensburg, New
York.
STUDENTS of mythology
may remember Medea as the
princess who helped Jason in
Colchis, but she was a fairly
nasty piece of work too. Now
you're stuck in her crypt with
death awaiting you at every
turn, and your task is (not
surprisingly) to escape.
Crypt of Medea is a hi-res
adventure game that has
several tunes and some
animation in addition to the
normal graphics and text.
It's described as "an
adventure game for the very
mature and strong of heart",
probably because the descrip-
tions of many of the rooms
refer to blood, dismembered
bodies, and general gore. It's
not exactly a video nasty,
though. If you've ever tried to
draw realistically on the
Apple's hi-res screen, you'll
know why.
It is a medium-sized game
with a very linear feel to it. In
most cases you have to solve
one puzzle before you can
proceed to the next, and there
is not much scope for explor-
atory roaming. In fact, when
the game starts you are in a
room with no visible exits. This
isn't a problem, though,
because the manual talks you
through the first few puzzles to
illustrate play.
The manual contains a few
extras which make this game a
bit different. For example, a
list of key words is given so
that you don't have difficulty
in being understood.
Although nouns aren't
given, even a list of the
admissable verbs contain hints.
For example, why should the
program recognise uncork if
you don't have to use it?
Personally, we enjoy having to
develop a working relationship
with a game by exploring its
vocabulary.
Listed also but preceded by a
warning of their presence, are
hints and a list of answers to
the hints.
This list of answers uses a
coding system so that you
don't see more than the answer
you want. The inclusion of
hints and answers is a two-
edged sword.
There is a temptation to peek
when stuck, but doing so
detracts from the feeling of
satisfaction that comes from
solving the puzzle. It's also
hard not to catch a glimpse of
the next hint since they are all
on the same page.
In play, the game differs
from the usual format by
displaying only the graphics
screen until you type some-
thing. At this point, a full text
screen appears, containing the
description of the room, the
visible objects and exits, and a
prompt for your command.
The Esc key can be used to
toggle between graphics and
text, but no mixed mode is
used.
Convenience controls allow
you to stay in text mode,
switch the sounds off, and also
produce speech if you have a
Mockingboard fitted.
Unfortunately, my SAM board
isn't equivalent to a Moking-
board, so I can't comment on
the nature of the program's
spoken output.
Up to nine games can be
saved on an initialised disk, so
there's a lot of disk-swapping,
particularly in the early stages
where you get killed so often.
Crypt of Medea is of about
average size and average
difficulty. It is an interesting
change to the wizards-and-
magic-swords variety of
adventure game.
After giving us Wizardry,
Star Maze and Police Artist,
Sir-Tech have a difficult task in
maintaining the high standard,
and it would seem that they've
not quite succeeded with this
one. CM, DM
28 Micro Adventurer March 1984
circle around and hit the
enemy in the rear.
Apart from the artifacting
and the poor choice of map
colour this game remains as
one of the best computer war
games I have seen. It does need
two players though and if the
two of you can sit through five
hours of computer punching
all well and good.
The game system is excellent
and I look forward to seeing
more games of this calibre. 1
can only hope that Avalon Hill
will think again about arti-
facting their map displays and
include the computer as an
opponent.
The game manual, by the
way, is very good and includes
a number of pages of historical
background to get you in the
mood. RS
Shelley's
monster
returns
Advenlure Castle
Frankenstein Micros BBC B,
Electron Price £7.95 Formal
Cassette Supplier Epic
Software, 10 Gladstone St,
Kibworth, Beauchamp, Leics,
CASTLE Frankenstein is the
first in a series of three
adventures for the BBC from
Epic Software. They are all
text -only adventures of the
classical type.
The game comes with a
rather poor cassette-sleeve
insert . For the seasoned
adventurer the more florid
and comprehensive the pack-
aging the better, since it all
helps to stimulate the
imagination and whet the
appetite for the game proper.
Instead, all you get is a folded
card, half of which is an
advertisement for the other
two Epic games. m *
Once the game has loaded
things do brighten up
considerably and the writers
show some ingenuity both in
t he description of local ions
and in setting up the inevitable
puzzles which must be
overcome.
You, the player, have been
chosen to solve the mystery
of Castle Frankenstein. The
monster, thought to have
died in a fire 20 years earlier,
seems to have been reincar-
nated and is being held
responsible for a number of
unsolved murders in the area.
There is a vast area to
explore, with more than 200
locations: in the castle ruins
and grounds, with all the usual
obstacles, tunnels and secret
psssages, as well as the rather
more unusual sulphur pits and
graveyard. You travel
through all these with the
object of finding, and
ultimately destroying, the
monster.
I must admit, after several
hours sweating over the
keyboard, over many days (a
SAVE facility is provided) and
ploughing through reams of
text, I have not yet succeeded
in my task.
As for the mechanics of the
game: complete sentences are
understood, although usually
only the first two or three
letters are required, and the
vocabulary is about average
amounting to 140 words.
Overall, nice game, shame
about the packaging, (iW
I a 1 1
iiimengtetn
FOR THE 32K BBC MICRO
A code of
chivalry
maintained
Advenlure The Quest for the
Holy Grail Micro BBC B
Price £8.45 Format Cassette
Supplier Epic Software, 10
Gladstone .St, Kibworth
Beuchamp, Leics.
WHAT ELSE would Epic
Soft w are produce but
adventure games? So one
would expect that their
products live up to the
company name.
The cassette insert mentions
'sophisticated compression
techniques 1 and 'ordinary
English sentences 1 (for input).
All three of Epic's adventures
are in machine code.
After the title sequence the
instructions are loaded. From
these you learn that to become
a fully-fledged knight of the
Round Table, King Arthur
insists that you bring the Holy
Grail back to Camelot.
Some of the program's more
common words are listed. It is
unusual to see a separate
instructions program with an
adventure, but very welcome.
Following the instructions
comes the adventure. It opens
with a brief summary of what
you are supposed to be doing,
in case you had forgotten
during the loading time.
The first location is the top
of a hill outside Camelot with a
view of the surrounding land-
scape. The description for this
place is the longest I have
found, all others being dis-
appointingly short.
There are about 230
locations, but they certainly
are not 'fully described'. I
found that there was a feeling
of not really believing the
adventure, which partly results
from this lack of description.
In early explorations of the
surroundings t h e most
common message given is:
'You cannot go there'.
Movement is restricted to the
point of frustration. Once you
begin map-making, however,
you can start to concentrate on
the puzzles (there are plenty).
Other characters are around,
guarding objects and, in the
case of the various knights,
d r a w irig their swords
menacingly.
There seemed to be no
random aspect in the
behaviour of the characters,
presumably due to the strong
chivalric code of medieval
times.
This adventure includes
some pleasing touches, such as
the odd humourous line and
unexpected response. The use
of colour in Teletext mode is
something more adventure
programmers should attempt.
Response times are
extremely quick, and there is
the fastest save to tape of
position I have seen. Despite
minor shortcomings this is a
well thought out and enjoyable
game. MVV □
A witch hits the bottle
Adventure The Kingdom of
Klein Micro BBC 32K Price
£7.95 Format Cassette
Supplier Epic Software, 10
Gladstone Street, Kibworth,
Beauchamp, Leicester.
THE WICKED Witch has
stolen the Magic Klein Bottle
from its pedestal in the palace.
She swore that she would
put a hideous curse on
anybody who was foolish
enough to try to recover it.
Your task . . . etc.
This is a fairly standard text-
only adventure. The text is
displayed in coloured lettering,
yellow for the straw in the
stables, blue for the lake.
As I became stuck fairly
early on in the game I decided
to cheat — not for my own
sake you understand, but for
yours.
The game writer had
anticipated this move however,
and the only text I could find
was a message telling me I was
wasting my time trying to
cheat.
After much blood, sweat,
toil and help from the wife I
managed to cross the lake. The
far side of the lake is a
minefield of forest mazes and
deadly mountain paths, which
threw me to my doom count-
less times (too many for my
liking).
The game incorporates the
usual SAVE and LOAD
options plus full sentence and
abbreviated word commands.
There are approximately 230
locations to explore and the
game is disk compatible.
The game is made difficult
by the many death-dealing
traps and mazes that appear to
be inescapable.
The locations are the
standard forests, mountain
caves and palaces populated by
evil demons, giants and
witches. So far I have found
little use for the Bible which I
can neither open or seek help
from, although after a few
hours lost in the forest I
seriously considered prayer as
the only way out.
There appears to be many
hours of puzzles and
enjoyment in this game but it
has few new twists. I did get
tired of being killed by the
mindless inhabitants.
Perhaps fewer rooms and
more humour would have kept
me more interested, still it is on
a par for most adventures of
this type. AM
March 1984 Micro Adventurer 29
DURING THE middle 1970's a visiting
friend from the States introduced me to
Dungeons and Dragons. It was different
from anything I had played before and I
later found out it was the first of a new type
of game, called role-playing.
It should be pointed out, since there
seems to be some confusion, that Dungeons
and Dragons is a specific game published by
TSR and not a generic term for role-playing
games. There are a large number of such
systems on the market and although D and
D is the oldest and best known, it is merely
one of the many available.
Computer adventure games are an
attempt to use a machine rather than a
human as moderator. Although adventures
are rapidly improving, they still often have
more in common with crossword puzzles
than role-playing.
The first adventures were text only and
dealt with two word sentences. The latest
allow more complex sentences, have
interaction between characters and include
moving graphics. Although good and
getting better, they are still a long way from
the complexity and fun of a group of
players and a referee.
The idea of role-playing is to create a
fictional character using random numbers
to determine basic human characteristics
such as a size, strength, intelligence and
dexterity. This character is then padded out
with a suitable background and personality,
given a name and then controlled by the
player who created him or her.
Set of rules
A referee runs the game and plays the
parts of all non-player characters. The
referee decides on the success or failure of
player actions by using die rolls, based on
that particular character's abilities and
experience. Characters increase their skills •'
through experience.
When you purchase a role-playing game
you usually get a set of rules which govern
the generation and control of characters in
the particular fantasy world the rules
Get ready to play in
the role of your life
Bob Collman traces the development
of role-playing games
attempt to simulate. You may also get an
initial scenario to introduce characters to
this world. If you then wish to continue
playing the game the referee will have to
buy further scenarios or write his own.
Choosing a role-playing system is
somewhat like choosing a computer, the
software (scenarios) may, in the long run,
cost more than the hardware (rules) and
scenarios are not much more portable
between rule systems than programs are
between computers. It, therefore, pays to
choose a system carefully.
I will briefly mention some of the role-
playing games on the market to give you an
idea of the variety available. There are
many more role-playing systems but I will
cover only the ones with which I have
experience.
Dungeons and Dragons (TSR): The
world of D and D is medieval fantasy with
powerful magic. The adventures are often
the detailed exploration of dangerous and
booby-trapped dungeons, towers or other
confined areas. Characters must watch their
every step and be on guard mentally.
The emphasis of the game is often on
problem solving. The combat system is
relatively simple and as a consequence not
especially realistic or challenging but at
least does not slow up the game — magic is
more potent than brute strength anyway.
Because of D and D popularity there are a
huge number of available scenarios catering
for a variety of tastes.
Runequest (Avalon Hill): characters in
Runequest inhabit an Iron Age culture,
reminiscent of an early Mediterranean
30 Micro Adventurer March 1984
society. Magic is present but no
overwhelming and physical skills are very
important. Combat is detailed, realistic,
fun and slow, but likely to occur far less
frequently than D and D.
Generally, Runequest games tend to
place more emphasis on personalities and
human interaction. The rules allow for the
building of balanced characters and not
merely stereotypes, such as fighter and
wizard. There are many excellent
campaigns and scenarios for this system.
Traveller (Game Designers Workshop):
this is currently the most popular science
fiction role-playing system and makes a bit
of an attempt to stay within the realm of
hard science, although this isn't rigidly
adhered to if bending the laws of physics
adds to the fun.
Traveller has an elaborate system of die
rolls to allow characters to receive
education and training before being used in
a game. I have known some people to be so
enamoured with developing characters for
this game that they never get around to
playing it. There are mountains of literature
pertaining to the system.
Star Frontiers (TSR): a recent entry into
science fiction with more emphasis on
humour than fact. The rules are more
consistent than Traveller and probably
more fun, but there are only a few scenarios
available so far.
Top Secret (TSR): this is your chance to
be a spy. Although I like the subject the
scenarios tend to be more related to
commando raids than spying and the game
is let down by the inconsistency of the >
- f — 1 — 4
RICHARD SHEPHERD SOFTWARE
ELM HOUSE, 23-25 ELMSHOTT LANE, CIPPENHAM, SLOUGH, BERKS.
CREDIT CARD HOTLINE 06286 63531
1
ft
graphic end text adventiw
for the 48K Spectrum ^
RICHARD SHEPHERD
SOF
48
^ ^
TRANSYLVANIA
, j
A spectacular 3-cPmazejj
adventure for the ■
48K Spectrum and Dragon 32
RICHARD SHEPHERD
SOFTWARE
Invincible Island by peter cooke
Exhaust your ingenuity in the quest to find The Seven
Parchments of Xaro and their meaning! Will they lead
you to undreamt of treasures or eternal doom?
Explore the mysteries of the stockade and puzzle
within the Pagoda! A spectacular split screen graphic
and text adventure to braintease you for weeks!
Adventurous graphics for every location. Save
routine. £6.50.
Transylvanian Tower
A spine chilling adventure . . . enter via the dungeons
. . . navigate your way through 500 3-D rooms . . .
survive the swooping vampire bats . . . reach the
terrifying top . . . confront and kill Count Kreepie,
ridding the world of this Transylvanian Terror.
Can you survive the Top of the Tower? £6.50.
SELECTED TITLES AVAILABLE FROM
W.H. SMITH, JOHN MENZIES, BOOTS
AND ALL LEADING COMPUTER STORES
ilCHARD SHEPHERD
SOFTWARE '
RICHARD SHEPHERD
SOFTWARE
VERE
ASCENT
RICHARD SHEPHERD
SOFTWARE
RICHARD SHEPHERD
SOFTWARE
RICHARD SHEPHERD*
SOFTWARE
NEW DEALERS WELCOME — RING (06286) 6353 1 FOR DETAILS
All programs are sold subject to the condition that they may not, by way of trade or otherwise, be lent, hired out, resold or otherwise circulated without the written permission or Richard Shepherd
CHAfMEL
SOFTWARE
SOFTWAR
^* * I I ^ | | I B y_ J m ■ 111 ■ 1 I
TELEPHONE: (0772) 53057
TEN GRAPHIC ADVENTURES PLUS
TWO ARCADE GAMES FOR THE 64
AM, AT £9.95 EACH INC VAT
»5 1 Tj
V
VENTURE INTO
SORCERY & EVIL
MAGIC TO
RECOVER THE
GOLDEN BATON
THE BATON HAS THISSEQUALTO
BEEN TARNISHED PT1 CAN BE
TRACE & DESTROY PLAYED AS A
THE SOURCE OF STANDALONE
THIS EVIL SCENARIO
WHAT IS THE
SECRET OF THE
STRANGE
MACHINE IN THE
DESERTED HOUSE
ON THE MOORS
■it " v 11 ii *>-
Virata;
YOU ARE CHOSEN
BY A RACE OF
SUPER INTELLI-
GENT BEINGS TO
SAVE THEIR DYING
RACE
nwununNun
LEFT ALONE ON A
SPACE FREIGHTER
WITH ONLY AN
ESCAPED
MONSTER FOR
COMPANY
OUT OF PETROL
ON A LONELY
ROAD YOU SEEK
HELP FROM THE
NEARBY CIRCUS
BUT THIS IS NO
ORDINARY
CIRCUS.
F YOU CAN
RESCUE THE
KINGS DAUGHTER
FROM THE EVIL
WIZARD, FORTUNE
WILL BE YOURS...
FAIL AND YOU DIE
BATTLE WITH
MONSTERS AND
SUPERNATURAL
POWERS IN THIS
CLASSIC
ADVENTURE
A TRAIN JOURNEY
TO A STRANGE
MANSION. WHAT
SECRETS DO THE
TEN IDOLS HOLD
IF YOU LIVE LONG
ENOUGH YOU MAY
FIND OUT
FAST ACTION 3D MACHINE CODE SPACE
SHOOT-OUT WITH SCROLLING IN ALL
DIRECTIONS TRY TO SURVIVE THE
WAVES OF ALIENS ZOOMING IN FROM
THE DISTANT MOUNTAINS
WITH 4 SCENES AND 3 LEVELS OF
DIFFICULTY THIS IS THE BEST VERSION
OF THIS CLASSIC GAME. SEE IF YOU CAN
EARN YOUR WINES OR WILL YOU END UP
SHIPS COOK
UNDER
. rw0wrflt ««ru*c
ALL THE ABOVE ARE AVAILABLE ON CASSETTE IN SUPERB
PACKAGING FROM MOST LEADING STOCKISTS OR DIRECT
FROM
OTEL 8 SOFTWARE LTD (DEPT MA) 51 F/S>
PRESTON LANCS PHONE 0172 5305724 HOUR ANSWER SERVICE
<\ rules. There are rules for everything and
although most of them work, they are
difficult to remember and slow down the
game.
Call of Cthulhu (Chaosium): the most
difficult thing about this one is
pronouncing the name (which I believe is
Cuh-thoo-loo). It takes place in the 1920s
and the characters become involved in
investigating mysteries, usually involving
the occult.
The rules are excellent and characters
travel the world slowly (it's 1922) tracking
down men who are using magic to harness
alien forces for their own ends.
Characters must use their wits and
investigative skills to stop the culprits
before they become too powerful to
combat. Player characters can be anything
the referee allows but a few favourites are
reporter,, private investigator, university
professor, dilettante.
I find it refreshing to play a normal
person rather than a sword-wielding
barbarian. Call of Cthulhu is based on the
writings of H P Lovecraft, who has been
described as a cross between Edgar Allen
Poe and Arthur Conan Doyle. There are
already at least five excellent scenario
booklets for this system.
Easy to write
Once a role-playing system has been
chosen computers can be of assistance
before and during the game. Computers
small enough to share a table with several
players will likely become increasingly
important during games. For example, the
accompanying program contains a die-
rolling routine that would allow the referee
to dispense with dice. For those of us with
large computers, generating new characters
for a forthcoming game can be quite useful
— the program also gives a glimpse of the
ease of writing this type of game.
You might enjoy writing your own
assistance programs and they are certainly
much easier for a beginner than writing an
adventure. The examples both demonstrate
the use of a function in BBC BASIC
(FNroll) to give any die roll called for in a
role-playing game, including additions or
subtractions.
Role-playing games often use a variety of
dice to generate exactly the odds the
designer wished to produce. 20- 10-, eight-,
six- and four-sided dice are commonly
used. The rules usually refer to the number
of sides of the dice you are to throw and
how many. This abbreviated by giving the
number of dice followed by D (for dice)
and the number of sides. For example,
throwing two, six-sided dice (as in craps)
would be abbreviated as 2D6.
In many BASICs this would be written
RND(6) + RND(6). Sometimes, there is an
addition or subtraction to the dice roll,
such as 3D8 + 4. In BASIC this would be
RND(8) + RND(8) + RND(8) + 4. FNroll
(line 390 in the example) can be added to
any BBC BASIC program to handle all
dice rolls. One dice-rolling routine, called
whenever needed, can save lots of
duplication, especially for character-
generator programs. □
10
t<>
50
60
70
BO
100
1 10
120
130
1 40
IIIO
160
1 70
I 8<">
210
220
2^0
■ ses at .i die-rolling t-'UNI. HOh
- die-rolling routine."
- Character Generator,"
or 2)?"
REM Demonstrate* two
PE.h Bv Boh Uollinan
MODE 7
X «RMD < - 1 I ME ) s PEIi < RANDOM I 2 F
REPEAT
PfiINTTABtO,10)-i, E» ample one
PRINTTAB(0„i2) "2. Example two
PRINT I AB<5, 14) "Your chDicr. (1
REPEATichoic»-SET-4B»UNULchn.tc*-l OR choice-2
IFehoice=.l PROCroUroutino ELSE PPOCcreaie
UNTIL FALSE
DEF PROCrol 1 routine
REPEAT : L'LS
PR I N T TAB (14,,'l" Di re Rout , na"
INPUT TAB (0»8) "How many 8tH»?"TAB<S3>numb©P
[NPUTIABC. lO) "How m*ny aides per dl e?"TAB (25 > sides
S7 M ?S5>^ii2JL b *i P ? ? hat * K,nctlcm can b * Printed as If a variable
PR1NTTAH(0, 12) "The total 1 bj " ; T OB ( 25) j PNr ol 1 (number . si des 0)
INPUT FAB(0, 23 >«Pt«ib RETURN to continued
UWT1I FALSE
ENDPROC
24n DEF Pri iCrr §?ate
250 REPEATa RESTORE
260 CXBj PRINT IAB( 12.2) "Runequest Dwarf"
270 FORi ndex » I T07
280 READcharac;terlBl i t«, di ce, si des. add«
300 ^J!j| rTflB(3 « indB » +5 >'=haractBri*tic»,TABt20) S FNroll (di ce. si des , add* >
310 INPIjriAB(0.23» "Preas RETURN to continued
320 I INT ILFAL.SE
330 FMI1PROC .
340 REM Data tor a Runequest dwarf
330 DATA ^ronnth.4,6,0,Con B titi J tian.2,6,6,Si ; r e .2w>.o.lntelligenne. .', N ".k, W l,
,3,6,0, De>: ter i ty . 3, 6, O, Char i Btftfl .3.6, 0
?6<>
770 REM *X«*****»«Stft«*»ftt*tt*«««*V*tl
SBO
390 REM UENERAL DIE-ROLLING ROUTINE
4O0 DFF FNroll ' number _of _d i ce. number of si dns. od moment e J
4 K.i tnfalsO
420 FIJRrol I s~l TfJni'mbnr of, dire
430 tot a\ "total +RND (number of sides)
440 NEXT
4B0 =tot»J «-adiuitment a
The best books for the
sunshine Micro Adventurer
Spectrum Adventures
A major work by Tony Bridge and
Roy Cornell which details the growth
and development of Adventure
gaming and then presents a full
graphic Adventure game called
The Eye of the Star Warrior'
ISBN: 0 946408 07 6
Commodore 64
Adventures
A blueprint for the construction and
playing of Adventure programs
based on a full text Adventure.
ISBN: 0 946408 11 4
* A*anAdvenWr g
Look out for the Sunshine range in W.H. Smith's,
Boots, John AAenzies, other leading retail chains
and through our national network of bookshops and
specialist stores.
Dealer enquiries: 01-437 4343
i
i
i
i
i
i
Please send me
□ Spectrum Adventures • — . Commodore 64 Adventures
at £5.95 each I I at £5.95 each
I enclose cheque/postal order for £.
made
payable to: Sunshine Books: 12/13 Little Newport St.,
London WC2R 3LD
Name
Address
Signature
We can normally deliver in 4/5 days.
March 1984 Micro Adventurer 33
'I
*
TURES I
* ■ '-"V
IMAGI
N ATI 61
An adventurous escape
from 20th Century Suburbia
with over 90 graphic locations.
il p
90 south
ou arc in
c u u nation.
SlHir.9 bV lh
"OU SC«;-
iff-
.v..
J L
ir^H u Your Que$t = To escape from Scarthorpe!
Scarthorpe is the sort of town where even the dogs carry flick knives! Where there 'sonlv one road in ,nn
from Scarthorpe! 48k Spectrum £6.50
RICHARD SHEPHERD
SOFTWARE
ELMHOUSE, 23-25 ELMSHOTT LANE, C1PPENHAM, SLOUGH, BERKS.
A, programs are so* s uDj ect to ,ne cocoon tnat they .a y no, 0y way of rrdde or OI n erw,se. be ,ent. ^ out. ^ n, n ^. ., - ■ ■
written permission or Rtchara Shepnerd
/Am
The most complete listing available of
adventures, war games and real-life simulations
— new entries should be sent to
Adventure File, Micro Adventurer,
12-13 Little Newport St, London WC2R 3LD
COMPANY
Abacus
716 LlangyfelecH Rd
Trcboech
Swansea
Abbex
Tavistock House
34-36 Bromham Rd
Bedford
AbersofI
7 Maes Afallen
Bow Si
Dyfed
Abrasco
The Grange Barn
Pike's End
East cote
Middx
Acornsoft
4A Market Hill
Cambridge
Addictive dames
Albert House
Alben Rd
Bournemouth
Adventure International
e/o Calisto Computers
1 19 John Bright St
Birmingham
A&F Software
830 Hyde Road
Manchester
Algray Software
Ahed House
Dewsbury Rd
Ossett
Wakefield
Amazing Games
39 Maple Drive
Burgess Hill
West Sussex
Analog Software
e/o Mapsoft
Unit A
Oak Rd South
Hadleigh
Ben fleet
Essex
Anirog Computers
8 The Hiah St
GAME
PRICE
MICRO
Into the Labyrinth
£5.99
Dragon 32,
Vic 20 |
Domain
£4.95
Sped rum
Faust's Folly
£5.95
Spec! rum
Adventure 1
j
£5.95
ZX8 1
Adventure 1
£6.95
Spectrum 48 K
Pirate
£8.50
Dragon 32
Philosopher's Quest
£9.95
BBC B 1
Castle of Riddles
£9.95
BBC B
Sphinx Adventure
£9.95
BBC" B
Countdown to Doom
£9.95
BBC B
Kingdom of Hamil
£9.95
BBC B
Football Manager
£5.95
Z.X81 I
Football Manager
£6.95
Spectrum 48k
Scott Adams
£16.99
Atari E: (only the
Adventures:
each on
first two
Advent ureland, Pirate
cas-
adventures are
Adventure, Mission
sette,
on disk) i
Impossible, Voodoo
£28.95
Castle, The Count,
on disk
Strange Odyssey,
Mystery Fun House,
Pyramid of Doom,
Ghost Town, Savage
Island Parts 1 and II,
Golden Voyage
Galactic Empire
£14.95
Atari E
Galactic Trader
£ 14.50
Atari F.
Treasure Quest
£10.95
Atari E
Triad
£25.49
Atari E
Curse of Crowlev
£17.95
Atari E
Manor
Death Satellite
£6.90
Atom, Oric
Zodiac
£6.90
Atom, Oric
Pharaoh's Tomb
£7.99
BBC
Tower of Altos
£6.90
BBC |
Dead wood
£6.90
Dragon 32
Fortress of Evil
£7.95
Colour Genie
Labyrinth of Fear
£8.95
Colour Genie
Double Agent
£12.95
Colour Genie
The Last Jedi
£4.00
Spectrum 48K
Dragon
£4.00
Spectrum 48K
Kane
£4.00
Spectrum 48K
Analog Adventure
£16.95 Atari E + drives
Dracula
Pharaoh's Tomb
£5.95
£5.95
Vic 20 E
Vic 20 E
/ COMPANY
Anirog (eontd)
Horley Surrey
Artie
Main St
Brandesburton
Driffield
Yorks
Assassin Software
10 Ash Rd
Leeds 6
Atari
Atari House
Railway Terrace
Slough
Berks
Audiogenic
PO Box 88
Reading
Berks
Automata
27 Highland Rd
Portsmouth
Hants
Avalon Hill
650 High Rd
London N12
Bamb\ Software
Leverburgh
Isle of Harris
Bug-Byte Software
Mulberry House
CAME
PRICE
■■inn #%
MICRO
Zok\s Kingdom
£5.95
Vic 20 E
The Dungeon
£5.95
Vic 20 E
Planet of Death
£5.95
Spectrum 48K,
£6.95
CBM 64
Inca Curse
£5.95
Spectrum 48K,
CA OS"
CdIVI 04
Ship of Doom
£5.95
Spectrum 48K,
£6.95
CBM 64
Espionage Island
£5.95
Spectrum 48K,
£6.95
CBM 64
Golden Apple
£6.95
Spectrum 48 K
Usurper
£6.00
Spectrum
Krago Castle
£6.00
Spectrum
Energy Czar
£14.99
Atari E
Kingdom
£14.99
Atari E
ET
£29.99
Atari
Tomb of Drcwan
£12.95
Vic 20 E
Boss
£14.95
Vic 20 E
Grand Master
£17.95
Vic 20 E,
CBM 64
Pimania
£10.00
Spectrum 48K,
ZX8T, BBC B,
Dragon 32
Groueho
£10.00
Spectrum 48 K
Bl Bomber
£11.95
Atari, TRS80 1
and III, CBM 64.
Pet
Legionnaire
£25.95
Atari, Apple II
VC
£14.95
Atari E, Apple 11
.
+ drives, TRS80
1 and II
Nukewar
£1 1.95
Atari, Apple II,
TRS80 1 and III,
CBM 64, Pet
North Atlantic
£1 1.95
Atari, Apple II,
Convoy Raider
TRS80 I and 111,
CBM 64
Midway Campaign
£11.95
Atari E, Apple
II, 1 RS80 1 and
111, CBM 64, Pet
Tank lies
£17.45
Atari E, Apple
II, TRS80 1 and
III, Pet
Dnieper River Line
£18.95
Atari F, Apple
II, TRS80 1 and
III, Pet
Close Assault
£21.95
Atari F, Apple
II, TRS80 1 and
III
Paris in Danager
£25.95
Atari f drives
Telengard
£17.45
Atari E, Apple II
+ drives, TRS80
1 and III, CBM
64, Pet
v.'! .ioi ti.rt.ss
L_ 1 .So
Atari L. Apple
II, TRS80 1 and
III
Empire of Overmind
£21.95
Atari E, Apple
II, TRS80 1 and
III
Lords of Karma
£14.95
Atari E, Apple
II, TRS80 1 and
Fredericksburg
£25.95
111
TRS80 1 and III
+ drives
Tactical Armour
£28.95
Apple II I
Command
d rives
Galax)
£14.95
Atari E
Voyager 1
£14.95
Atari E,
Commodore Pet,
IBM PC
Andromeda Conquest
£13.45
Atari
Controller
£18.95
Atari
Planet Miners
£1 1.96
Atari E
Scram
£19.99
Atari
Golden Apples
£5.95
Dragon 32 '
Planetary Trader
£5.95
Dragon 32
Surprise
£8.95
Dragon 32
Alien Odysse>
£9.95
Dragon 32
Scanner 13
£8.45
Dragon 32
Mystery Manor *
£6.50
Spectrum 48 K
Alone at Sea
£6.50
TI99/4A
NodrugVs Quest
£8.45
TI99/4A
Underground
£8.45
T I 99/4 A
Adventure
The Castle
£6.95
Spectrum, Oric
Dictator
£9.00
ZX8I [>
March 1984 Micro Adventurer 35
micro;
/COHPAMY
<1 Bug-Byte (Conid)
Canning Place
I i\ cm pool
Buntasofl
149 Monks Walk
Buntingford
Hens
Carnell Software
North Weylands
Industrial Estate
Moslej Rd
I lersham
Surrey
CCS
14 Langton Way
London SE3
Chalksofl
37 Willowslea Rd
Northwick
Worcester
Chameleon Software
c/o Calisto Computers
1 19 John Bright St
Birmingham
Channel 8
51 lishergate
Preston
Lancashire
Commodore
675 Ajax Avenue
Slough
Berks
( ompti sense
2860 Green Lanes
PO Box 169
Palmers Green
London N 1 3
Computer Rentals
140 Whiteehapel Rd
I ondon E I
Cosmi
c/o CentreSofI House
Unit 16
Bloom Held Rd
ipton
West Midlands
CP Software
17 Orchard Lane
Prestwood
Bucks
Crystal Computing
2 Ashton Wa\
GAME
PRICE
MICRO
Dragonquesl
£11.50
BBC
Damsel and the Beasi
£6.50
ZX81
Adventure
£5.95
ZX8I
Old Father Time
£9.50
BBC B
Kraal's Kingdom
£4.95
Vic 20 E
Volcanic Dungeon
£5.00
ZX81 , Spectrum,
Dragon 32
Black Crystal
£7.50
ZX8 1 , Spectrum
Wumpus Adventure
£5.00
ZX81
The Crypt
£4.95
Spec! rum 48 K
Corn Cropper
£5.00
ZX8I , Spectrum
Corn Cropper
£6.00
Spectrum 48 K,
BBC
Auto Chef
£6.00
Spectrum 48 K
Print Shop
E6.00
Spectrum 48K
Airline
£6.00
I aser, Spectrum
48 K
Airline
£6.95
Oric
Dallas
£5.00
Laser, Spectrum,
BBC
Dallas
£6.95
Oric
Camelot
£5.00
Spectrum, ZX8I,
Laser
Smuggler
£5.00
Spectrum, ZX8I,
Laser
Plunder
65.00
Spectrum, ZX8I,
1 aser
British Lou land
£5.00
Spectrum, ZX8L
Laser
Bvte
£5.00
Sped ruin, /X8I,
I aser
Gangsters
£5.00
Spectrum, ZX8I,
1 aser
Abyss
£5.00
Spectrum, ZX81,
Laser
Inkosi
£6.95
BBC, Spectrum,
Vic 20
Stone of Sisyphus
£27.99
Atari plus drives
The Golden Baton £9.95
The Time Machine £9.95
Arrow of Death 1 £9.95
Arrow of Death 2 £9.95
Escape from Pulsar 7 £9.95
Circus £9,95
Feasibility Experiment £9.95
The Wizard Akyr/ £9.95
Perseus and £9.95
Andromeda
Ten Little Indians £9.95
Adventureland £9.99
The Count £9.99
Mission Impossible E9.99
Pirate Cove £9.99
Voodoo Castle £9.99
Strategic Advance £4.99
High Flyer £14.95
Atari E, CBM 64
Atari F, CBM 64
Atari E, CBM 64
Atari F t CBM 64
Atari L, CBM 64
Atari F, CBM 64
Atari F, CBM 64
Atari E, CBM 64
Atari E, CBM 64
Atari F, CBM 64
Vic 20
Vic 20
Vic 20
Vic 20
Vic 20
Vic 20 F
CBM 64 .
d rives
Pirates Ahoy
£7.95
Dragon 32
Rescue
£5.95
Spectrum 48 K
Keys of Roth
£6.95
Dragon 32
Stargazed s Secrets
£5.95
Spectrum 48K
Woods of Winter
£5.95
Spectrum 48K
The Incredible
£5.95
Spectrum 48K
Ad venture
Forbidden Forest
£9.95
CBM 64
Colossal Caves
Golfing World
Dungeon Master
Halls of the Things
£6.95 Spectrum 48K
£5.95 Spectrum 48K
£7.50 Spectrum 48K
£7.50 Spectrum 48 K
East Herrington
Sunderland
Crystal Computing
c/o Soft Machine
Station Crescent
Blackheath
London
Datasofl
c/o CenireSoft House
Bloom field Rd
Tipton
West Midlands
Digital Fantasia
24 Norbreck Rd-
Blackpool
1 ancs
DK Trunk's
Unit 6
Shire Hill
Industrial Estate
Saffron Walden
Essex
Doric Computer Services Oracles Cave
3 The Oasis
Glenfield
Leicester LE3 8Q5
Dragon Data
Kenfig Industrial
Estate
Margam
PI Talbot
Wesl ( ilamorgan
GAME
PRICE
MICRO
)
Merchant of Venus
£5.50
ZX81
The Island
£7.50
ZX8I
Invasion of the Body
£7.50
Snatchers
O'RilcVs Mine
£21.95
Atari
The Wizard of Akyr/
£9.95
BBC B,
Spectrum 48K
Perseus and
£9.95
BBC B,
Andromeda
Spectrum 48 K
Ten Little Indians
£9.95
BBC B,
Spectrum 48 K
Arrow of Death 1
£9.95
BBC, Spectrum
48K
Arrow of Death 2
£9.95
BBC, Spectrum
48K
The Golden Baton
£9.95
BBC, Spectrum
48 K
Time Machine
£9.95
BBC, Spectrum
48 K
Circle
£9.95
BBC B,
Spectrum 48K
f easibility Experiment
£9.95
BBC B,
Spectrum 48K
Escape from Pulsar 7
£9.95
BBC B,
Spectrum 48K
Dictator
£5.95
Spectrum 48K
Dictator
£6.95
BBC B
£7.95 Spectrum 48K
Dungeon Software
Milton House
St John St
Ashbourne
Derbyshire
Educational Software
c/o Mapsofi
Unit A
Oak Rd South
Hadleigh
Ben licet
Fssex
Eighth Day Software
18 Flaxhill
Moreton
Wirral
Merseyside
English Software
c/o GentreSoft House
Unit 16
Bloomfield Rd
Tipton
West Midlands
Epic Software
10 Gladstone St
Kibworth
Beauchamp
Leicester
Epyx
c/o CenireSoft House
Unit 16
Bloomfield Rd
Tipton
W'esl Midlands
Calisto Island
Dragon Mountain
Madness and the
Minotaur
Quest
Black Sanctum
El Diablero
Mansion of Doom
Poseidon Adventure
Final Countdown
Stalag/Eno
The Crystal Chalice of
Quorum
The Temple of Zoren
Treasure Lorn be
Giant's Castle
The Adventures of
Proto
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£7.95 Dragon 32
£5.95 Dragon 32
£17.95 Atari + drives
Dark Lore
£6.95 Spectrum 48K
Escape from Perilous £14.95 Atari
Castle Frankenstein
The Quest for the
Holy Grail
The Kingdom of Klein
Temple of Apshai
Upper Reaches of *
Apshai
Curse of Ra
Crush Crumble Chomp
Gateway to Apshai
Sword of Fargoal
£7.95 BBC B, Electron
£7.95 BBC B, Electron
£7.95 BBC B, Electron
£27.95 CBM 64, Atari
£15.95 CBM 64, Atari
£15.95 CBM 64, Atari
£21.95 CBM 64, Atari
£27.95 CBM 64,
TI99/4A
£21.95 CBM 64 >
36 Micro Adventurer March 1984
Apple
48K Spectrum
You must set out on a quest to find the
'Golden Apple'. On your journey you
will pass through mansions, travel
overseas and onto an island, hunting
your treasure.
ZXspe
2X«lAdveii
All these games are instant-response machine
code programs. Adventures B, C and D include
cassette save routines.
mputing Ltd.
Street, Brandesburton,
ield Y025 8RG.
l% Discount for 2 and 1 5% for 3
Jfiore.
heques and P.O.'s made
payable to Artie Computing Ltd.
Dealer enquiries welcome.
Please state whether your order is
forZX81 or SPECTRUM.
Access and Barclaycard
welcome.
I Send SAE. (9 in x 6 in) for FREE
catalogue of our wide range
of programs
ADVENTURES A, B,
AWQTHER GREAT
^ADVFfUTURE
GAME FOR
THB^6K
ZXSI^
AIL ABLE FOR COMMODORE 64
GAME F0H
THE 4dK
SPECTRUM
J*
16/48K ZX/Spectrum
16KZX81
You find yourself
stranded on a strange
alien planet. Your aim
is to escape by finding
your captured space
craft. But beware of the
little green man who
may get to you!
*9>
48K Spectrum
16KZX81
You are in the middle of
a South American
jungle when you
stumble across a
strange Inca temple.
Enter it to collect
treasure and then try to
return. But beware
don't let greed be your
downfall.
c
WARNING: These programs are sold according to ARTIC COMPUTING
LTD s terms of trade and conditions of sale. Copies of which
are availabe on request.
48K Spectrum
16KZX81
While on a
reconnaisance
mission you are drawn
to an alien cruiser on a
humanoid slave
mission. Try to escape
from aggressive
aliens, luscious
androids and drunken
barmen. Your only help
is Fred the friendly
android.
i I 1 ,
i 1
Access
ARTIC COMPUTING LTD.
Main Street. Brandesburton
Driffield Y025 8RG.
RTIC
48K Spectrum
16KZX81
You have to survive an
engine failure while
flying over an apparently
uninhabitated island in
the South Atlantic. Use
your wits to harass the
enemy, but treat the
beautiful native women
with respect, to escape
from the island and
return to an allies
aircraft carrier.
Please rush me:
•Adventure aDbDcDdDeD
*formyZX81 £5.95 /SPECTRUM £6.95
I enclose a cheque for £
or debit my Barclaycard/Access account
NAME
ADDRESS
I
I
I , Tick, delete or complete as applicable
Doric Computer Services
Present
AN AMAZING NEW
ADVENTURE GAME
WITH ANIMATED
GRAPHICS
FEATURING:-
• A completely new cave layout,
monster position and event
sequence generated for every
game.
• A time limit of 5 'days' on
every adventure.
"The closest yet to a true
animated graphic adventure...
...excellent value for money."
POPULAR COMPUTING WEEKLY.
FOR THE
48K SPECTR
'Superbjaigh resolution with smooth scrolling . . . with the nights drawing in
-am should give you plenty to think about' Micro Adventure Dec 83
^hics are smooth, startling and exciting. They show the way for the
development of the graphics adventure in the next year' Sinclair User Annual
'Each quest is selected by you at the beginning of the game and you will have fi
game days in which to complete it. The time factor is exceptional in adventure
games' Sinclair User Dec 83
this prc>
>o
<J R pyx
c/o Mapsofi
Unit A
Oak Rd South
Hadleigh
Ben fleet
Essex
Kxodus
Penrice Drive
Tividale
Warley
West Midlands
FBC Systems Lid
10 Castlefields
Main Centre
Derby
Felix Software
19 Leighton Ave
Pinner
Middlesex
Cebelii
e/o Mapsoft
Oak Rd South
Hadleigh
Benfleet
Essex
Gemtime
16 Ben Ledi Rd
Kirkcaldy
Gilsofi
30 Hawthorn Rd
Barry
South Glamorgan
Wales
Ciolem
77 Qualitas
Bracknell
Berks
Hewson Consultants
60A St Mary's St
Wallingford
Oxon
Impact Software
70 Redford Avenue
Edinburgh
Incentive Software Ltd
54 London St
Reading
Infocom
c/o Softsel
Central Way
Feltham
Middx
Infocom
c/o CentreSoft House
Unit 16
Bloomfield Rd
Tipton
West Midlands
Intrigue Software
Cranbrook Rd
Tenterden
Kent
JRS Software
19 Wayside Ave
Worthing
Sussex
GAME
PRICE
MOO
L^aiestones ot Kyn
113.80
Atari E, Vic 20
invasion unon
117.25
Atari E, Vic 20
Parana 'if Dinul
txescue at Kigei
120.75
Atari E
oidr warrior
127.45
Atari E
v,rusn, ^rumoie ana
120.75
Atari E
v,nomp
iempie ot Apsnai 1
127. 4}
Atari E
upper Keacnes ol
113.80
Atari E
Apsnai z
^.urse oi Ka j
113.80
Atari E
\_iypi ui me unoeau
120.75
Atari E + drives
120.75
Atari E + drives
FvniP Arlhnr'c Hf»ir
■xuig r-vimui a ricii
.LZU. / J
Atari h
The Niehlmarp
/\ian t: + anves
Hellfire Warrior
£27.45
Atari E
Danger in Drindisti 2
£13.80
Atari E
The Keys of Acheron 3
£13.80
Atari E
Monster Maze
£27.45
Atari E, Vic 20
Escape Vulcan's Isle
£20.75
Atari E + drives
Pyramid
£4.95
Dragon 32
Espionage
£4.95
Dragon 32
Star Trader £7.99
Star-Force Lander £6.95
Valley of the Pharoahs £7.99
Space Adventure One £7.99
Tomb of Dracula £4.95
Tomb of Dracula £3.95
BBC B, Electron
BBC B
BBC B, Electron
BBC B, Electron
Spectrum 48K
ZX81
3
Dr Goodcode's Tavern £21.95 Atari E + drives
Murder at the Manor
£6.95
Spectrum 48K
Tasks/Time-line
£4.95
Spectrum
Magic Castle
£4.95
Spectrum 48K
Diamond Trail
£4.95
Spectrum 48K
The Quill
£14.95
Spectrum 48K
Katakombs
£8.00
BBC B
Heathrow: ATC
£7.95
Spectrum
Nightflite
£5.95
Spectrum
Dragonfly
£6.95
Dragon 32
Quest Adventure
£5.95
Spectrum 48K
Orb
£5.00
Dragon 32,
Vic 20 E,
Spectrum 48K
The Quest
£5.00
Dragon 32,
Spectrum 48K
3D Maze
£5.00
Dragon 32,
Spectrum 48 K
Mountains of Ket
£5.50
Spectrum 48K
1984
£5.50
Spectrum 48K,
BBC B
Zork 1, 11 and III
£28.75
Apple, Atari,
each
CBM 64,
IBM PC, TI
Professional,
CP/M systems
(all plus drives)
Deadline
£37.95
Atari E + drives
Starcross
£37.95
Atari + drives
Suspended
£37.95
Atari E + drives
Witness
£37.95
Atari E + drives
Planet fall
Atari E
Castle Colditz
Spectrum 48K
Adventuremania
£5.95
TI-99/4A,
Mania
Spectrum 48K
£5.95
TI-99/4A,
Spectrum 48K
Santa & the Goblins
£5.95
TI-99/4A
Transylvania
£5.95
TI-99/4A
Corridors of Time
£5.95
TI-99/4A,
Spectrum 48K
Lost Island
£3.95
ZX81
Battleships
£3.95
ZX81
OBI
V Software
c/o Mapsoft
Unit A
Oak Rd South
Hadleigh
Benfleet
Essex
Kenema Associates
I Marlborough Drive
Worle
Avon
Kew Enterprises
14 Fairway Ave
Manchester
Lantern Software
4 Haffenden Rd
Tenterden
Kent
Legend
1 Milton Rd
Cambridge
Level 9 Computing
229 Hughenden Road
High Wycombe
Bucks
GAME
PRICE MICRO
MC Lothlorien
4 Granby Rd
Cheadle Hulme
Cheadle
Cheshire
Martech Games
9 Dillingburgh Rd
Eastbourne
Sussex
Martech
c/o Soft Machine
Station Crescent
Blackheaih
London
Melbourne House
131 Trafalgar Rd
London SEI0
Microdeal
41 Truro Rd
St Austell
Cornwall
Mikro-Gen
24 Agar Crescent
Bracknell
Berks
Journey to the Planets £20.45 Atari E
Green Ring £7.00 Spectrum
HelFs Temple
£12 00
S— 1 ■ \l\J
Oric 48k'
Secret Mission
£5 00
Vir ?0 F
Troll King
£5 95
TI 99/4a
117 71 ta
The Black Tower
£5 95
TI 99/4a
i i 77/ ta
Valhalla
£ 14 95
opcLU Li 1 1 1 46l\
v.oiossai /\uventure
£9.90
CBM 64, Atari,
One, Lynx,
BBC, Spectrum,
Nascom
Advent lire* OiipqI
nu vliu Ul WUC31
fQ on
l bivi o4, Atari,
One, Lynx,
BBC, Spectrum,
Nascom
Diinppnn AHv/pni nrp
r q on
/''UN/I nA A* n _:
CdM 64, Atari,
Uric, 1-ynK,
BBC, Spectrum,
Nascom
Snnwha II
0 1 1 \J W 1 till
CBM 64, Atari,
One, Lynx,
BBC, Spectrum
•»3 m 1 1 rs* i X\f 'i rri/"\r
oaiiiui ill vv al 1 IUI
14.
7VOI
Siimitr3i W'iirrinr
1.0.7 J
Uragon Jz
Pelononnp^ian War
7VO 1
/-Aol
lohnnv Rph
Lj. jU
Spectrum 48K
Pn vatppr
J.H.JU
7VQ 1 o w • -
ZAol, Spectrum
4oK
ndrds
£o.95
BBC B
Roman Frtinirp
"7 V O 1
Roman Fmnire
JLU. 7 J
DDL D,
uragon .iz
Wiimnn Fmnirp
L 1 Z. jU
Atari h
Tvrant of Athene
f 4 50
MO 1
Tyrant of Athens
f n 95
i-'iagon JZ
Warlord
* * til 1 \.f 1 u
f5 SO
opectrum 4oK
Warlord
» • Ul IV' 1 V4
r\ r ',„ ,iol"
Or ic 4oK,
Dragon 32
Warlord
£4.50
ZX81
Roman Fmnirp
tj.JXJ
Spectrum 48k
Bedlam
£5.95
Spectrum 48K
Confrontation
£7.95
Spectrum 48K
Dreadnaushts
opecuum *4oN
Red Baron
£5.95
Spectrum 48K
Battle Zone 2000
£6.95
BBC
Galaxy Conflict
£11.95
ZX81 , Spectrum
Galaxy Conflict
£14.75
BBC B, Dragon
32, CBM 64,
Atari E
Conflict
£11.95
ZX81, Spectrum
Con flicl
£14.75
BBC B, Dragon
32, CBM 64,
Atari E
Quest of Merravid
£7.95
CBM 64, Vic 20
The Hobbit
£14.95
Spectrum 48K,
The Wizard and the £5.95
Princess
Phantom Slayer £8.00
Mansion Adventure I £8.00
Space Monopoly £8.00
Keys of the Wizard £8.00
Jerusalem Adventure £8.00
Williamsburg Boulevard £8.00
Ultimate Adventure £8.00
Escape £8.00
Sorcerer's Castle £5.50
Mad Martha £5.50
Mines of Saturn/ £5.95
Return to Earth
CBM 64, BBC,
Oric
Vic 20
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Spectrum
Spectrum
Spectrum
>
March 1984 Micro Adventurer 39
SCR ADVENTURES
present
CASTLE BLACKSTAR
A medieval fantasy for the Spectrum 48K.
The first of the ARTEMIS quests.
SCR Adventures has been set up to supply high quality adven-
ture programs to the personal computer market. Written by
dedicated adventure players they aim to provide a real challenge
to the expert whilst still rewarding the efforts of the novice
CASTLE BLACKSTAR FEATURES
-fast machine code based program
-save game and restart facilities
-large vocabulary
-over 200 seperate locations
-sophisticated data compression to make full use of
the Spectrum memory
-full of tricks, traps and puzzles
WILL YOU BE ABLE TO
-steal from the witch?'
-cross the lake?
-leave the chapel alive?
-fly?
PERHAPS YOU MAY LIVE TO ATTAIN YOUR GOAL
YOU WILL NOT BE DISAPPOINTED BY THE ARTEMIS
QUESTS
DEALER ENQUIRIES
WELCOME!
CASTLE BLACKSTAR
Please send me copies of Castle
Blackstar at £8.95 each
Make cheques/P.O's payable to
SCR Adventures.
NAME....
ADDRESS
Send this coupon to: -
Dept MA3,
SCR Adventures,
190, Shelbourne Rd.,
Tottenham,
London, N1 7 9YB.
rite your own machine coi
Without any knowledge of machine code whatsoever
THE QUILL is a major new utility written in machine code which allows even the
novice programmer to produce high-speed machine code adventures of superior
quality to many available at the moment without any knowledge of machine code
whatsoever.
Using a menu selection system you may create well over aoo locations, describe
them and connect routes between them. You may then fill them with objects and
problems of your choice. Having tested your adventure you may alter and experi-
ment with any section with the greatest of case . A part formed adventure may be
saved to tape for later completion. When you have done soTHE QUILL will allow
you to produce a copy of your adventure which will run independently of the main
QUILL editor, so that you may give copies away to your friends.
THE QUILL is provided with a detailed tutorial manual which
FOR THE 48K SPECTRUM AT £14.95
Our Software is now available from many computer shops
nationwide, or direct from us by post or telephone.
SA E for full details of our range.
Dealer enquires welcome.
covers every aspect
of
its use in writing adventures. It is impossible to describe all the features of this
amaiing program in such a small space so we have produced a demonstration cassette
which gives further information and an example of its use.
This demo-cassette is available at £2.00. and THE QUILL itself at £14.95.
GILSOFT
30 Hawthorn Road
Barry
South Glamorgan
CF6 8LE
®(0222) 41361 x 430
TELEPHONE YOUR ORDER
WITH
40 Micro Adventurer March 1984
micron
GAME
PRICE
MICRO
<] M olimerx
Mysterious Adventures:
£10 06
TRS80 I and III
■ 1 " 1 til 1 VJ III,
1 Buckhurst Rd
Golden Baton, Time
each
Video Cipnit 1 1
Town Hall Square
Machine, Arrow of
and Colour
Bexhill-on-Sea
Death Parts I and 11,
Genie, BBC B
East Sussex
Escape from Pulsar 7,
Circus, Feasibility
Experiment, Wizard of
Akyrz, Perseus and
Andromeda, Ten Little
Indians
Epic Hero: Ocean
£10.06
TRS80 I and III,
Hunt, Dungeon of
each
Video Genie I
Derojhen, Venus Must
and II
Live
Battle of Britain
£15.53
TRS80 I and III,
Video Genie 1
and II
Concorde
£17.25
TRS80 I and III,
Video Genie I
and 11
Everest Explorer
£10.06
TRS80 I and III,
Video Genie I
and II
Temple of Bast
£10.06
TRS80 1 and III
Video Genie 1
and II
Ct I 1 \J 11
Wumpus
£6.32
TRS80 I and III
I I » 1 C11IU 111)
Video Genie I
and II
it II U 11
Mr Micro
Dracitla
uric n
69 Partington Lane
Mvsterious Island
f 9 00
Vir ?0 F
V 1L C
Swinton
Gold Rush
£6.90
Vic 20
Manchester
Muse Software
Castle Wolfenstein
£21.55
Annie Atari
c/o Softsell
(both nlus drivp^l
Central Way
Feltham
Middx
Newsoft
Black Dwarfs Lair
£4 95
Snpel n i m
■ J | •- 11 villi
12 Whitebroom Rd
Time Bandits
£4 95
Snppf rum
nJJ^V-W 11 HI 1 1
Warners End
Secret Vallev
f4 95
Snpcl ri i m
Hemel Hempstead
Great Western
£4.95
Sneetrum
k/l/vvll LI 111
Herts
Spectral Maze
£4 95
Spectrum
OIC Lid
Dodev Dealer
£6 50
RRf D
L)Dv- D
15 Burghead Close
Counter Attack
£6 50
BBC R Flertrnn
College Town
Camberley
Surrey
On-Line Syslems
Mission: Asteroid
£17.19
Atari F + rlrivp^
c/o Mapsoft
Wizard and the
£21.79
Atari E + drives
Unit A
Princess
Oak Rd South
Ulysses and the
£20.64
Atari E + drives
Hadleigh
Golden Fleece
Ben fleet
Essex
Peaksoft
Death's Head Hole
£5.45
Dragon 32, BBC
7 Hawthorn Crescent
B Snectrum 48K
Burton-on-Trent
Don't Panic
£5 45
Drapon
Derbyshire
Lionheart
£5 45
1/1 CltVjII JL
Champions'
■ ■ Ul 1 i I ■ 1 X_/ 11.',
f6 Q5
K\J. yj
llronAn J 1
L/ragon jz,
RDf D
DDL D,
^npi'friim _I^k
OJitV,ll lllll HOfx,
Electron
Penguin
Spy's Demise
£15.95
Atari
c/o CentreSoft House,
The Spy Strikes Back
£15.95
Atari
Unit 16
Bloomfield Rd
Tipton
West Midlands
Phipps Associates
Knight's Quest
£4.95
Soectrum 7X81
99 East St
Greedy Gulch
£4.95
ZX81
Epsom
Maeic Mountain
£4 95
Snerl mm
■ ' | 'L. i_ l I LI I 1 I
Surrey
•*
Advent lire
f 5 00
Novotnick Puzzle
£5 00
7X81
Gorgon
£4.95
Spectrum 48K
Black Planet
£5.95
Spectrum 48K
The Forest
£9.95
Spectrum 48K
Pixel Games
Trader
£9.95
7X81 Sneetrum
c/o Quicksilva
£14.95
Vic 20
92 Northam Rd
Southampton
Portent Adventures
Robin Hood
£5.95
Dragon 32
Lost lower ot Tintagel
£6.96
Dragon 32
Premier
Adventure Plus
£7.95
Dragon 32
208 Croydon Road
House of Horrors
£4.95
Dragon 32
London SE20
Caverns of Doom
£4.95
Dragon 32
Dungeons of Death
£6.95
Dragon 32
Dragon Power
£7.95
Dragon 32
Plant
£5.95
Dragon 32 y
COMPANY
GAME
PRICE MICRO
Program Power
8/8A Regent St
Chapel Allerton
Leeds
Protek
c/o Soft Machine
Station Crescent
Blackheath
London
Psion
2 Huntsworth Mews
Gloucester Place
London NW1
Quality Software
c/o CentreSoft House
Unit 16
Bloomfield Rd
Tipton
West Midlands
Quicksilva
Palmerston Park House
13 Palmerston Rd
Southampton
Hampshire
Oil Recovery
Adventure
Eldorado Gold
Labyrinths of La
Coshe
Seek
Adventure
Caveman Adventure
Airliner
£5.95
£7.95
£6.95
£7.95
£6.95
£6.95
£6.95
£9.95
Dragon 32,
Video Genie,
TRS80 I and III
BBC
BBC B
BBC B
BBC
BBC
BBC
Spectrum 48K
Flight Simulation
£7.95 Spectrum 48K
Ali Baba
£24.95 Atari E + drives
Red Shift
I2C Manor Road
London N16
Red Shift
c/o Soft Machine
Station Crescent
Blackheath
London
Richard Shepherd
Software
Elm House
23-25 Elmshott Lane
Cippenham
Slough
Berks
Trader
£9.95
7X81, Spectrum
Trader
£14.95
Vic 20
Pioneer Trail
£3.95
7X81
Ocean Trader
£3.95
7X81
Smuggler's Cove
£6.95
Spectrum 48K
Velnor's Lair
£6.95
Spectrum 48K
Xadom
£6.95
Spectrum 48K
Ring of Power
£9.95
CBM 64
Apocalypse
£9.95
Spectrum 48K,
BBC B
Apocalypse Expansion:
£4.95
Spectrum 48K
Maps
Apocalypse Expansion:
£4.95
Spectrum 48k
Ancient Scenarios
Apocalypse Expansion:
£4.95
Spectrum 48K
Modern Scenarios
Apocalypse
£9.95
BBC
Rocklan
c/o CentreSoft House
Bloomfield Rd
Tipton
West Midlands
Romik Software
272 Argyll Ave
Slough
Berks
Super Spy
£6.50
Spectrum 48K,
CMB 64,
Dragon 32
Transylvanian Tower
£6.50
Spectrum 48K,
CBM 64,
Dragon 32
Everest Ascent
£6.50
Spectrum 48K,
CMB 64
Ship of the Line
£4.95
Spectrum
Ship of the Line
£6.50
Spectrum 48K,
CBM 64
Invincible Island
£6.50
Spectrum 48K
Devils of the Deep
£6.50
Spectrum 48K
Wizard of Wor
£29.95
Atari E + drives
Salamander
17 Norfolk Rd
Brighton
Sussex
Saturn Software
Sycamores
Somersham
Cambs
Tombs of Xeiops £6.99
Fool's Gold £6.99
The Golden Apples of £4.99
7eus
Animal Magic £5.99
Zorgon's Kingdom £6.99
3D Monster Chase £6.99
3D Monster Craze £9.99
White Crystal £6.99
Strategic Command £6.99
Sub £5.99
Franklin's Tomb £9.95
Wizard War £7.95
Lost in Space £9.95
Everest £7.95
Night Flight £7.95
737 Flight Simulator £9.95
Fishy Business £9.95
Golf * £7.95
Tanks £7.95
Tomb of Tuthmosis £5.50
Wax Works £5.50
Volcano Island £7.00
CBM 64
CBM 64
Vic 20, 8, 16K
Vic 20, 16K
Vic 20, 8, 16K
Spectrum 16, 48K
Lynx
Dragon 32
Dragon 32
Spectrum 16, 48K
Dragon 32, Oric
48K, BBC B
Dragon 32
Dragon 32
Dragon 32
Dragon 32
BBC B
Dragon, Oric.
BBC
Dragon 32
BBC
Dragon 32
Dragon 32
BBC B
>
March 1984 Micro Adventurer 41
New from SUNSHINE
Master your ZX
Microdrive
programs, machine code and
networking by Andrew Pennell
Master your ZX Microdrive contains all
the information you will ever need to use
the ZX Microdrive to the full. Clearly
explained, with many examples, it is
equally suitable for the relative newcomer _
to BASIC through to the experienced
machine code programmer. ISBN 0 946408 19 X
Andrew Pennell has also included a full database file handling
program to let you put the ZX Microdrive to practical use
with your Sinclair Spectrum.
Look out for the Sunshine range in W.H. Smith's, Boots, John Menzies,
other leading retail chains and through our national network of book
shops and specialist stores. Dealer Enquiries: 01-437 4343
Please send me
[ I Master your ZX Microdrive at £6.95 each
I enclose cheque/ postal order for £
made payable
to: Sunshine Books: 12/13 Little Newport St. F London WC2 3LD.
Or 'phone your order through on Access Mastercard 01 -437 4343
Name
Address '
Signature
We can normally deliver in 4/5 days
JS. Hurler at tip Utanar
Death comes to a quiet country village when the Lord of the Manor is savagely
murdered.
The police are baffled with no obvious clues to help them.
Your skills as an ace investigator are required to identify and apprehend the
murderer. This will involve searching for clues (which could be dangerous requiring
ingenious deductions), examining the scene of the crime and asking questions of the
right people.
What is the mystery of the Gravediggers Hut?
What secret does the safe hold?
What lurks at the bottom of the brook?
These may be some of the questions you will ask yourself during your investigation
into the murder at the manor.
The game is based on a fixed map, comprising the Manor House, the Gaden, the
Town, the Graveyard and many other fully described locations, inhabited by a variety of
individual characters whom you are likely to meet.
It is up to you to solve the murder, the locals may know the answer — but will
they tell YOU!
"The unique thing about Murder at the Manor is that each time you play a different
character is chosen. Thus each game is different." Micro Adventurer. JAN 84.
WARNING — this Is a 4D adventure where night brings added difficulties.
"Highly recommended.' (Popular Computing Weekly. Vol 2 No 42).
Cassette and instruction Booklet
costs £6.95 inc.
TRADE ENQUIRIES WELCOME
GEMTIME, 16 Ben Ledi Road, Kirkcaldy, Fife.
off to i
Creating
Create and solve ADVENTURE
programs on your Spectrum,
Commodore 64, Dragon, Oric or
BBC Micro.
1
CREATING ADVENTURES ON
YOUR ZX SPECTRUM -
Peter Shaw and James Mortleman.
Create and solve Adventure
programs on the Spectrum with
this exciting new book which
includes five complete major
programs, plus chapter after
chapter of hints and tips to help you
write your own programs. Chapter
headings include Creating Locations; Picking Things Up
Monsters; Adding Graphics; and Adding to the
Vocabulary. Just £4.95 and you're up and away.
CREATING ADVENTURE PROGRAMS ON YOUR
COMPUTER — Andrew Nelson. If your computer uses
a version of Microsoft BASIC, then this book is for you.
It contains three complete Adventure programs, along
with extensive documentation to help you create and
solve Adventures. Suitable for use with the Commodore
64, Dragon, Oric, BBC Micro, Sinus, IBM PC and
Apple, you'll find this book an
easy - to - understand
primer on Adventure creation.
The full-length programs
include WEREWOLVES AND
WANDERER and THE AFTERMATH
OF THE ASIMOVIAN DISASTER.
This book is just £4.95
r- \ t<
.u
Interface Publications, 9- 1 1 Kensington High Street, London W8
Please send me the following books. I enclose £
□ Creating ADVENTURES on your ZX Spectrum
Shaw/Mortleman — 4.95
LJ Creating ADVENTURE programs on your Computer
Andrew Nelson — £4.95
5NP.
Name
Address:
INTERFACE
PUBLICATIONS
Computer and book trade supplied by The Computer Bookshop,
30 Lincoln Road, Olton, Birmingham B27 6PA (021 707 7544, telex 33436
I
i
i
i
i
i
i
i
42 Micro Adventurer March 1984
COMPANY
PRICE MICRO
<] SCR Adventures
190 Shelbourne Rd
Tottenham
London NI7
Severn Software
5 School Crescent
Lydney
Glos
Shards Software
189 Eton Rd
Ilford
Essex
Castle Blackstar
£8.95 Spectrum 48K
Sierra On-Line
Systems
c/o Softsel
Central Way
Feltham
Middx
SHverlind
156 Newton Rd
Burton-on-Trent
Staffs
Sinclair
| Stanhope Rd
I Camberley
Surrey
Sirius
c/o CentreSoft House
Unit 16
Bloomfield Rd
Tipton
West Midlands
Soft Toys
14 Lockharton Ave
Edinburgh
Software For All
72 North St
London N6
Spectrum
c/o CentreSoft House
Unit 16
Bloomfield Rd
Tipton
Sulis Educational
Software
4 Church St
Abbey Green
Bath
Superb Software
9B Oval Rd
London NW1
Supersoft
Winchester House
Canning Rd
Wealdstone
Harrow
Middlesex
Swifty
c/o Mapsoft
Unit A
Oak Rd South
Hadleigh
Ben fleet
Essex
Synapse
c/o CentreSoft House
Bloomfield Rd
Tipton
West Midlands
Temptation Software
27 Cinque Ports St
Rye
East Sussex
Grail
Moria
Moria
Pettigrew's Diary
Empire
Jericho Road
Mystery of the
Java Star
North Sea Oil
Mission Asteroid
Mission Asteroid
Mystery House
Wizard and Princess
Cranston Manor
Cranston Manor
Ulysses and the
Golden Fleece
Time Zone
Haunted House
Journey to the Stars
Passport to Death
Pentiles
Othello
Embassy Assault
(also see under
Psion and Artie)
Fantastic Voyage
£6.95 Oric 48K
£4.95 Spectrum
£6.95 Oric 48K
£7.95 Dragon 32,
BBC B
£6.95 Dragon 32,
BBC B, Electron
£5.75 Spectrum 48K
£7.95 Dragon 32
£5.75 Dragon 32
£17.95 Atari plus drives
£14.35 Apple plus drives
£17.95 Apple plus drives
£23.70 Atari, Apple
(both plus drives)
£28.75 Atari plus drives
£25.50 Apple plus drives
£25.50 Apple, IBM PC
(both plus drives)
£71.95 Apple plus drives
£6.00 BBC B
£6.50 BBC B
£6.50 BBC B
£6.50 BBC B
£6.95 BBC B
£4.95 Spectrum
£27.95 Atari E + drives
The Lair
£6.00
Vic 20
Star Warp U
£6.00
Vic 20
JR
£6.95
BBC
Space Kingdom
£7.95
BBC B
Area Radar Controller
£6.95
BBC B
Realms of the Undead
£5.50
Spectrum 48K
Time Travellei
£7.95 Spectrum, BBC
The Island
£10.00 CBM 64
Goblin Towers
£9.95
CBM 64
Streets of London
£9.95
CBM 64
Forestland
£9.95
CBM 64
Cosmic Capers
£7.95
CBM 64
Cracks of Fire
£7.95
CBM 64
Catacombs
£27.00
Pet
+ drives
Weird Wood
£25.00
Pet
+ drives
Cornucopia
£35.00
Pet
+ drives
Goblin Towers
£14.00
Pet
+ drives
Cosmic Capers
£16.00
Pet
+ drives
Cracks of Doom
£16.00
Pet
+ drives
Space Module I
£18.95
Atari E + drives
Shamus I £24.95
Shamus II £24.95
Necromancer £24.95
Dungeons of Doom £5.95
Admiral Graf Spee £5.95
Special Mission £5.95
Baron £5.95
Atari, CBM 64
Atari E
Atari E
Spectrum 48K,
ZX81
Spectrum 48K
ZX8I
TI99/4A E
Spectrum 48K,
ZX81
/COMPANY
GAME
PRICE MICRO
Terminal Software
28 Church Lane
Prestwich
Manchester
Ultimate
The Green
Ashby-de-la-Zouch
Leics
Virgin Games
61-63 Portobello Rd
London Wll ■
Wintersoft
30 Uplands Park Rd
Enfield
Middx
Work Force
140 Wilsden Ave
Luton
Beds
Curse of the Werewolf
Rescue from Castle
Dread
Magic Mirror
Nosferatu
Space Island
Vampire Village
City
Atic Atac
Lunar Jetman
Castle Adventure
Ring of Darkness
Operation Gremlin
Adventure in Time
Pirate Island
£6.95 Vic20E, 16K
£6.95 Vic20E, 16K
£6.95 Vic20E, 8, 16K
£6.95 Vic 20E, 8, I6K
£6.95 Spectrum 48K
£6.95 Spectrum 48K
£6.95 Spectrum 48K
£5.50 Spectrum 48K
£5.50 Spectrum 48K
£6.95 Dragon 32
£9.95 Dragon 32
£6.95 Oric 48K
£7.00 ZX81,
Spectrum 48K
£6.50 Spectrum 48K
Atari: the programs will run on either the Atari 400 or 800
unless E is specified, in which case extra memory is needed on
the 400.
BBC: the programs will run on either of the BBC micros
unless the model B is specified, in which case extra memory is
needed on the model A.
Drives: if a program needs a disk drive system this is specified
in the micro column.
Spectrum: the programs will run on either Spectrum.
ZX81: All programs need a 16K RAM pack, n
DUCKWORTH
HOME COMPUTING
a new series
All books written by Peter Gerrard, former editor of Commodore Computing
International, author of two top-selling adventure games for the Commodore
64, or by Kevin Bergin. Both are regular contributors to Personal Computer
News, Which Micro? and Software Review.
EXPLORING ADVENTURES
A complete look at the fabulous world of Adventure Games for your computer
nSXSS? 1 w!^ 11011011 to advento es, and their early history, it takes you
gently through the basic programming necessary before you can start writing
your own games. Inputting information, room mapping, movement, vocabulary
tw! I 9 ret *F ed ;° wnte 311 adventure game are explored in detail
SSfifiE f I l"? lber ° f adventure scenarios, just to get started, and finally
In,? ofn mP 6 ?^ g , S es P eci ally for your machine, which will send
you off into wonderful worlds where almost anything can happen The three
ffi! S \ s m . 6aCh b °° k availabl e on one cassette at £7.95. The complete
fSZS. adv e nture games: playing, writing and solving them. Peter Gerrard is
the author of Romik's two top-selling adventure games - Fools Gold and Tomb
OI AGlOpS.
EXPLORING ADVENTURES ON THE COMMODORE 64 £6 95
EXPLORING ADVENTURES ON THE VIC* £^95
*Two of the games require 16K expansion and the third 32K
EXPLORING ADVENTURES ON THE SPECTRUM 48K £6 95
EXPLORING ADVENTURES ON THE ORIC 48K £6 95
EXPLORING ADVENTURES ON THE DRAGON £6 95
EXPLORING ADVENTURES ON THE BBC Model B £6 95
EXPLORING ADVENTURES ON THE ELECTRON £6 95
Oust published)
Oust published)
(Just published)
(This month)
(February)
(February)
(February)
Other titles in the series include Using the Commodore 64, The Beginner's
Guide to Computers and Computing, Sprites & Sound on the 64, 12 Simple
ah^^u^S^I^ £ e VIC ' WU1 You hove Me When I'm 64,
& Machine Code Programming on the 64, as well as Pocket Handbooks for
the VIC, 64, Dragon and BBC Model B.
Write in for a descriptive leaflet (with details of cassettes).
DUCKWORTH
The Old Piano Factory, 43 Gloucester Crescent, London NW1 7DY
Tel: 01-485 3484
March 1984 Micro Adventurer 43
S A Wilkinson from Manor Park
has written a graphic adventure'
called Quest for the Spectrum
(this page). The task set for the
player is to find five precious
keys hidden somewhere in a
maze which also conceals
cities, weapons, dragons and
ogres.
Send us your adventure listings
— modules which readers can
incorporate into their own
games, short adventures and
useful programming routines
are ail welcome. Please send
us a printout and cassette
along with a general
description of the program and
details of how it is constructed
and can be used. If you want
us to return your program,
enclose a stamped, addressed
envelope. If you have any
queries on the listings, write to
the appropriate author, Your
Adventures, Micro Adventurer,
12-13 Little Newport St, London
WC2R3LD
Spectrum quest
in graphics
From S A Wilkinson in Manor Park
QUEST IS a graphic adventure based on a
random maze for the Spectrum. Dotted
around the maze are cities, ruins, weapons,
dragons and ogres. The player will also find
gold with the help of a few magical spells.
All these are designed to either aid or
obstruct you from achieving your goal,
which is to find five special keys.
At the end of the listing there is, for your
interest, a screen display. The program
structure is: 10-18 variables, 20-95 sets up
screen border, 500-530 puts trees, rocks and
swamps onto the playing area, 530-600 puts
in random incidents, 810 prints exit door,
820-826 prints city, 830 positions key,
1005-1006 monster's movements, 1010-1060
moves man, 1 100-1540 incident determining
procedures.
Incidents: 2000 puts key on screen,
checks number found, 2200 — various
objects hidden or visible in the city, 2400
sends dragon after man, 2600 sends ogre
after man, 2800 — weapon routine, 3000 —
the final spell, 3200 — gold randomly
distributed, 3800 — use of weapons, 4000
— killed, 7000 — graphics, 9000 — random
maze, 9900 — ends sequence. □
3
4-
S
10
12
13
14-
17
IS
20
3©
GO SUB 135
l_5rT u -2 : LET v =2
CLS : BORDER 1: PfiPER ~?
GO SLAB 7000; GO TO 9 0 0 S
LET du=2
LET
LET
LET
LET
d V =2
o U =2
O v =2
d r =©
31
n;
INK 2; PAPER-
INK 2; PfiPER
NK
o -
£1 /
PfiPER
IRK 2,
cap
ER
LET o g =©
FOR Fi=i TO
PRINT AT O
4-; BRXGHT 1 , "0"
4-0 PRINT AT 16 ,n;
4-; BRIGHT 1; "0"
50 NEXT n
t>0 j- OR n =0 TO 16
70 PRINT AT n,0;
4-; BRIGHT 1; **0"
S0 PRINT AT 0,31,
4.; BRIGHT 1; "0"
90 NEXT n
95 PRINT "KEYS
PELLS UEAPONS
99 GO SUB 500
10© GO TO 1000
105 LET K$ = **"'
14-0 LET S$ = " "
150 LET =
_ Jf.CLi FT_ r^CTi
400 RETURN
500 FOR s-1 TO SO
510 LET d-INT fRND*40
520 LET Q$="FGHI M
530 PRINT AT RND * 14- + 1 , RND *29 * 1 ;
1 1
OLD
GO SUB S10
-• ii •
54-0
550
560
j =3
570
~i =4
530
j =5
590
j =6
610
700
610
620
NEXT S
FOR N - 1
LET
LET
LET
LET
TO 10
P t f RND * 1 0 J +2 t I RND *2 O 3 + 5
p i f RND* 1 0.1 +2, i RND s-2 Oj +5
P f I RND* 10} +2,- (RND *20 3 +5
P ( fRNE>*10> +2, CRND*20J +5
NEXT N
RETURN
RETURN
PRINT AT 14,29; INK 0;
LET tx=INT (RND* IS) +2
ty=INT f RND* 10) *10: IF p f tx . iu) =
0 THEN GO TO 32S
TMk'
— 3- r r *
i. .-ft /
0 THEN
825 PR
826 LET p i 1 x /
+ 1) =3: LET p (tX,ty+2)
830 LET t =PNDx20
*7t i
t U ) r4
t i i
LE
44 Micro Adventurer March 1984
EPIC ADVENTURES
FULL-SCALE MACHINE CODE ADVENTURES
FOR THE BBC AND ELECTRON
OUR EPIC BBC ADVENTURES ARE NOW ALSO
AVAILABLE FOR THE ELECTRON. EACH GAME
CONTAINS ALL THE DETAILS OF THE ORIGINALS
WITH ONLY MINOR CHANGES TO THE TEXT
*APPROX. 230 FULLY DESCRIBED LOCATIONS * COLOUR *
ULTRA-FAST RESPONSE * SCORING * FAST GAME-SAVE ON
TAPE * FULL-SENTENCE COMMANDS ACCEPTED * EACH
GAME INCLUDES INTRODUCTION AND PLAYING
INSTRUCTIONS *
CASTLE FRANKENSTEIN: The Frankenstein Monster was
thought to have been killed in a fire at the Castle 20 years ago, but
a series of unsolved murders has taken place and the people fear
that the Monster is on the loose again. Explore the graveyard and
Castle ruins, with its secret passages, sulphur pits, etc. to find and
destroy the Monster.
THE QUEST FOR THE HOLY GRAIL: To become a knight of the
round table you must find the Holy Grail and return with it to
Camelot. Your search will take you through forest, swamp, castle,
dungeons and rivers, and on the way you will meet many
characters, some friendly some hostile. Can you outwit them all
and solve the many puzzles to successfully complete your quest?
THE KINGDOM OF KLEIN: The Wicked Witch has stolen the
Magic Klein Bottle from its pedestal in the palace. She swore that
she would put a hideous curse on anybody who was foolish
enough to try to recover it. Your task is to defy the Witch's curse
and solve the mystical properties of the 5 solids, in order to kill the
Witch and return the Bottle to the Klein Kingdom.
EACH GAME COSTS ONLY £7.95 inc VAT. (state BBC or
Electron) P&P FREE if ordering 2 or more, otherwise add 50p
EPIC SOFTWARE
10 GLADSTONE STREET. KIBWORTH BEAUCHAMP
LEICESTER. LE8 OHL.
Please make cheques payable to FPIC SOFTWARF
Df.i/ct luiuuiriKS wnlviiini
Assassin Software
KRAGO CASTLE — "Dungeon Adventure,
The First Quest of Mogadishu the Elf" —
16/48K Spectrum
USURPER — Multi-player struggle for power in
a fantasy world — 48K Spectrum
NEXT WAR — The best modern war simulation
difficulty from novice to military genius, holo-
caust optional — 48K Spectrum
MOONRAKER — Two player space war game
umpteen options — 48K Spectrum
£6.00
EACH
(Plus 50p p&p per order)
CHEQUES AND PO's
PAYABLE TO
TOWN NATHAN
10 ASH ROAD
LEEDS 6
MICR0MAGIC FOR VIC20
MIKMAG GAMES
PRESENT FUN, ENTERTAINMENT
AND PURE FRUSTRATION!
8K + GAMES
★ CURSE OF ZOLTIN ★
Beat mad ZoltirYs traps and his army of Zenophons to steal his ill-begotten
hoard of gold — if you can! Very difficult. E3
★ SAFECRACKER ★
The evil Count von Tu has plans to destroy the world with his Megadoom
bomb. Your job — among many death-defying tasks — is to find the
combination to his safe and save civilisation. Extremely hard. £4
* GREYHOUND DERBY ★
Name your own dog. Qualifying heats, betting, race commentaries. But
can you win the Derby? Very addictive. £4
★ HEAVYWEIGHT CHAMPION ★
Can you fight your way out of seedy local halls and climb the ladder to
become world champion? A knockout game! £4
★ POP STAR ★
Beat greedy managers and so-called experts to get your record to No 1
Great fun! £3
- UNEXPANDED-
• KINGDOM OF VARGO •
Virtually impossible adventure — but it can be done! Probably hardest
game on market. £4.99
• GRAND NATIONAL •
Name your own horse. Race commentary, tipsters, betting, trainer's advice
etc. Frustrating fun! £3
• JUMPWINNER!#
Amazing National Hunt winner-finding system now more than 200 points
up since first advertised. No racing knowledge required. £5 buys secret
MIKMAG GAMES
21 HOLLYMEAD, CARSHALTON, SURREY
DEALER ENQUIRIES WELCOME
TheNo. 1
Football Game
Football Mai
Designed by Kevin Toms w
Some of the features of the game:
* Matches in 3D graphics
★ Transfer market ★ Promotion and
relegation ★ F.A. Cup matches ★
Injury problems ★ Full league
tables ★ Four Divisions
1
'%,
★ Pick your own team
for each match. ★ As
many seasons as you
like ★ Managerial
rating ★ 7 skill levels
★ Save game facility.
ddictire
* ZX81 Chart
Home Computing Weekly
1.8.83 andl 11 83.
Comments about the game from press and our customers.
FOOTBALL MANAGER is the best game I have yet seen on the
Spectrum and my personal favourite of all the games on any micro . . To the ordinary
person it is an excellent view of what can be done in the field of computer games
The crowning glory of this game is the short sef pieces of match highlights whuch show little
stick men running around a pitch, shooting, de'fend.ng and scoring . \ is a compulsive
game but people who cannot fake game sessions of 9 hours or so. which happened on one
m A^£ u n? av ' w " *? e arateful ,0 know fn a* toere is a 'save to tape' option. FOOTBALL
2 G 5^ ?X e o r Xl h 0 in9 1! co . u ' d ■ The originator. Addictive Games, certainly deserve the
name. Rating 19 20 (Practical Computing - August 1983).
From software stockists nationwide, inc <@ whsmitm
Prices Spectrum 48K £6 95
ZX8116K £5 95
B 3DGP>
IN 1
taei Dy mail |p&p freejseni
i(jqu*fi oi postal orders lo
4ddtcti« Games
7A RICHMOND HILL,
BOURNEMOUTH BH2 6HE
Dealers! For urgent stocks send
your headed notepaper direct to
our address.
March 1984 Micro Adventurer 45
<1 831
^ 332
34-0
LET
1000
1005
1006
1010
>0 THEN
1020 IF
>0 THEN
1030 IF
>0 THEN
104-0 IF
>0 THEN
LET X X = INT f fM*D * I 0.i
LET Ky = INT (RND*20J
IF t > 5 AND P f k X . X y 3
p (Xx ,K y j =2
RETURN
*-2
+ 5
< >0
THEN
J-'R INT RT u
V
IF
IF
IF
d r =1
OQ=l
THEN
THEN
GO
GO
SUB
SUB
INKEY$="5"
LET V=V-1:
INKEY $="8"
LET V=v+1:
INKEY$="6"
LET Ussu+l:
INKEY$="7"
LET Li = U -1 :
24-00
2600
( U . V - 1 )
10SO
{ U , V + 1 )
AND P
GO TO
AND p
GO i u 1060
AND p (U +1 , v J
GO TO 1060
AND p f u - 1 , V i
GO Tu 10e»0
<
BEER -1,10
IF p{U,V)=3 THEN GO SUB 220
IF
GO
RND > . 1
= . 1 THE
1050
1060 RR INT RT u,v;"R"
1030 PRINT RT 13, 5 -LEN K$;K$;flT
18,9; G;RT 20, 5-LEN S$; S*; RT 20,1
5-LEN 1,1$, U$
1100 IF INKEY$="f " THEN GO SUB 3
S00
1110 IF INKEY$a"S" THEN GO SUB 3
900
1200 IF u=14- RND V=29 THEN PRINT
RT 16,0; FLRSH 1;" PREPA
RE TO JUMP " : GO TO 3
1500 IF pfu,v)=2 THEN GO SUB 200
0
1510
O
1520
THEN
N GO
1530
THEN
N GO
154.0
THEN
N GO
1700
1900
2000
2005
2010
2020
2030
204-0
2050
2200
2210-
2220
' ROU IT I.N E
THEN GO TO 9900
C I TV ROUTT,
pfu,v)=4- THEN IF
SUB 3200,: IF RND
SUB 4-000
IF pCU,v)=5 THEN IF RND > - 5
GO SUB 2800: IF RND < = . 5 THE
SL«B 3000 j
IF pfli,V)=6 THEN IF RND > . 5
GO SUB 24-00: IF RND < = . 5 THE
SUB 2600
GO Tu 1000
GO T O 1 000
REM
IF LEN K$=S
LET K$="M"
LET K$=K$+K$
PR INT RT 13,5 —LEN K $ . K $
LET p fu, V J =1
RETURN
REM
LET C=RND
IF C< + 1 THEN PRINT RT 15,0;
FLRSH 1; HOSTILE CITY YOU'RE
KILLED! '*: FOR n=l TO 50: NEXT
n : GO TO 4-000
2230 IF C>=,2 RND C -£ - 4- THEN PR IN
T RT 16.0; FLRSH 1;" U ERR ON
S SRLE MOU ON " : LET p fu , v
)=1: LET G=G-50: FOR n=l TO 50:
NEXT n : GO TO 2SO0
224.0 IF C>=,4. RND C < . 55 THEN RRI
NT RT 15,0; FLRSH 1 ; " FRIE
NDLY WIZARD "• : LET p (U ,
V) =1: FOR n =1 TO 5S: NcXl «i : GO
TO 3000
2250 IF C> =. 7 RND C<.9 THEN PRIN
T RT 15-0; FLRSH 1," RUINS
FIND GOLD ! ! '* : LET p f U , V 3
,s=l: FOR n=l TO SO: NEXT n: GO TO
3200
2260 IF C:>=,9 THEN PRINT RT
; FLRSH 1; " BEUARE
ON • ?
D 24-00
2400 REM is
ET p fU
V) =1
16 , 0
DRAG
GO T
R AG ON PDUITINE
24.05
24-10
24-30
24-4-0
2450
2500
2510
2515
RT
d u . d V ;
THEN
d u , d v ;
Gu SUB
INK 2 .:
250O
L ET d r = 1
PR INT RT
IF RND > .
PRINT RT
RETURN
L ET d U =d U + f U >du) - i U ;dU i
LET d V =d V + f V > d V ) - ( V < d V )
IF dU=U RND dV=V THEN PRINT
16., 0; FLRSH 1; YOU RRE KILL
ED BY THE
50: NEXT
2518
00
2520
26O0
2605
2610
2630
IF p
DRAGON ! " : FOR
n : GO TO 4.000
f d u ,dv J =0 THEN GO
n=l TO
J L;
RETURN
REM
LET OQ=l
PR INT RT
>£RE PDUITINE
o u , u v ;
GO SUB 2700
INK 2; "B"
IF RND > . 5 THEN
264-0 PRINT RT OU,GV;
2650 RETURN
2700 LET 6li=OU+ (U>DU) - fU <OUJ
2710 LET O V =0 V + f V > O Vi - ( V < O V J
2715 IF OU=U RND ov=V THEN PRINT
RT 16,0; FLRSH 1; " YOU RRE KI.
LLED BY THE OGRE ! !": FOR n=l TO
50 : NEXT n : GO TO 4-0O0
2718 IF p (OU,OV) =0 THEN GO TO 27
00
2720 RETU RN ^^^^^
2805 IF LEN 1,1$ > =4- THEN RETURN
2810 LET W=INT fRND*3) +1
2815 LET pfu,v3=l
2820 LET A$="DEt"
2830 LET Li$=U4 + R$ fw.1
284-0 PRINT RT 20, 15 -LEN U$,U$
FLRSH
2850 LET ptU,V)=l
2355 PRINT RT 15,0;
YOU GRIN R WEAPON
2860 RETU RN
3000 REM fclsM«
3005 IF LEN S$>=4- THEN RETURN
LET S =INT fRND*33 +1
LET p f U , V) =1
LET B*s5"OP»"
LET S$=S$+B$(S)
PRINT RT 20, 5-LEN S$;S$
LET P to , V) =1
PRINT RT 16,0; FLRSH 1;"
GRIN R SPELL !
RETU RN ■■ - - •
REM l^««riMM»MtBra»«lgI3
LET p fu , V) =1
LET g=INT (t*50)
LET G=G + g
PRINT RT 16,0; FLASH 1;"
FIND SOME GOLD
324-0 LET p(u.V)=l
3250 RETU RN
3300 REM mJ-»W^fcljhlg»=l<mkA4gi^<
3810 IF dU =Li OR dU=U-2 OR dV=V
+1 OR dv=v-l THEN GO TO 3850
3815 IF ou=u+l OR OU=u-l OR OV=V
+1 OR OV&V-1 THEN GO TO 3820
3817 RETURN
3820 FOR n=l TO LEN U$: IF W$fn.X
= "D" THEN GO TO 3830: NEXT n
RETURN
3010
3015
3020
3030
304-0
305©
3055
YOU
3060
3200
3205
3210
3220
3235
YOU
3825
3830
3331
PRINT RT U,V+1;"0"
LET oy=0. PRINT RT
O LI ,OV
• ■
3332 LET OU=l: LET OV=l
3835 PRINT RT 16,0, FLRSH 1;
YOU KILLED THE OGRE!
384-0 LET 3$ = ""
334-1 LET U$ =3$
334-2 PRINT RT 20.10;"
334.5 RETURN
3350 FOR D=l TO LEN 1,1$;
= ••*'■ THEN GO TO 3860
3855 RETURN
3860 FOR n=l TO LEN U$
= "E" THEN GO TO 3870
RETURN
PRINT RT li , V -1; "E" ; RT
IF U$ fn.l
IF U$(n)
3365
3370
S 7 5
U , V
+1
L ET d r =0 : PR INT
3330 PRINT RT 16,0; F
YOU KILLED THE DRAGON
3885 FOR n=l TO 100; NEXT
3S9G PRINT RT 16,0: FLRSH
COLLECT THE BOUNTY
FOR n=l TO 100: NEXT n
3892 LET a$ = ""
3893 LET U$ =3 it
3394- PRINT RT 20,10;"
3395 GO S UB 3200: R ETURN
3 900- REM HfebtifallsflW
3910 PRINT RT 15,0,
SPELL?
3915
00
3920
RT dU t d V ;•
LASH 1 ; "
n
00
3925
00
3930
3935
4-000
4-010
4-020
IF "XWKjEY $ — "b THEN
IF INKEY $ = " e " THEN
IF INKEY$= " d "
I-m
IF INKEY$="X
GO TO 3900
REM 9
THEN
THEN
GO
GO
WHICH
TO" 4.2
TO 4-3
TO 44-
RETURN
u,v; INK 2;"
PRINT RT
PRINT RT 16,0; FLRSH 1 ; "
YOU RRE DERD
4-030 FOR n=l TO 3
4-04.0 BEEP ,1,0: BEEP ,1,20; BEEP
, 1 , -30 : BEEP .1,10
4.050 NEXT n
4060 PRIHT AT 10 ,10, FL ASH "i">" "AH
OTHER GAME? Y/N "
4.070 IF INKEY$ = " y " THEN GO TO 1
4-080 IF INKEY $ = " D " THEN STOP
4-090 GO TO 4.070
4-199 REM
4-200 REM
4-205 FOR n=l TO LEN 3$. IF S$ in)
= "*" THEN GO TO 4-250: NEXT n
4-210 RETURN
4-260 PRINT RT 16,0; FLRSH 1;"
BLAST SPELL CAST
4-270 LET dr=0: LET og=0
4-271 PRINT RT OU,OV;" " ; RT dU,dV
L FT 3 * = " "
4.276 LET S$=a$
4-277 PRINT RT 20,0;"
4260 RETURN
4-300 P E BIB '1 ( I III f)Mi
4-305 FOR n =1 TO LEN S$:
= "P" THEN GO TO 4-320
4-310 RETURN
4-320 PRINT RT 16,0, FLRSH 1;
EYE SPELL CAST
4330 FOR L=l TO 15
4-335 FOR C=l TO 30
4-34.0 IF p fL,C) =1 THEN PRINT RT L
, C- ; INK 4, "11"
4-34.5 IF p (L,C) =2 THEN PRINT RT L
,C, INK 6; FLASH lj
IF S$fn)
46 Micro Adventurer March 1984
4.350 IF
, C ; INK
4-355
p (L t C) =3
1; FL.RSH
p fL , C.1 =4.
2; FLASH
p f L. / C- ) =5
1; FLASH
p CI_,C) =S
2; FLASH
THEN PRINT AT L
THEN PRINT AT L
i; 'S"
THEN PRINT ST L
i; "B"
THEN PRINT AT L
n =usr
POKE n
a "
a .
IF
, C ; INK
1350 IF
, C ; INK
4-365 IF
,C f INK
4380 NEXT C
4-3S5 NEXT L
4387 LET a$=
A38?LI FT. _S«tijia *
4389 PRINT AT 20,0; "
4350 "f-iET Ut^hi
4405 FOR r, =1 TO LEN 3$ ; IF 3$ fn>
="0" THEN GO TO 4450
4410 RETURN
4420 LET a $ = " "
4425 LET 5$=3$
4450 GO TO 3
7000 RESTORE 7001 ■ FOR
TO USR "q"+7; READ a.
NEXT n
7001 DATA IS • 40 . 55 . 124 . 1SS , 56 , 40
. 4.0 . 56 ■ 40 . 4.0 . 25.4 . 136 . 136 . 170 . 170
.. 0 , 28 , 223 , 62 , 252 „ 60 36 . 149 /S . 3 , 2
8,8,8,8,8,8,0,24,62, 126, 126,62,2
4,0
7002 DATA 56,103,150,174.124.56,
16, 16, 64 , 6 , 43, 7,240, 0, Hi ,0,0,70
,9,6,0, 124 , 130 , 124 , 4 , 106 , 144 , 70 ,
9,96, 143, 136,0, 124,130.254, 138,1
6 , 16 , 254 , 126 , 195 , 153 , 165 , 16 , 153 ,
195,126
7003 DATA 0,16,15,16,16,55,16,0,
0 , 56 , 84 , 16 , 56 , 1 5 , 16 , 0 , 72 , 40 , 24 , S
, 12 , 10 , 0 , 0 , 0 , 126 ,66,65,55,66,66,
66 , 0 , 0 , 24 , 36 , 219 , 50 , 24 , 0 , 0 . 0 , 32 ,
255,32,0,0,0
7100 RETURN
9000 DIM p (15,30)
9001 LET 1=2: LET c =2
A00P L FT p J\l ^..r 1 _=1
9003 IF 1=14 AND c =29 THEN GO TO
9006
9005 GO SUB 9017: GO TO 9002
9006 FOR t =1 TO IB: LET t =t LET
C =30-t *3
9007 FOR n=l TO 15: GO SUB 9017
9003 IF 1=14 AND c =29 THEN LET n
= 15
time
TIMEPATTERNS
presents
patterns
STARGLOBE
Britain's leading 2nd Generation Play By Mail Game
Join the ever growing number of starship captains
exploring a vast STARGLOBE.
Deep in extragalactic space the sinister autocratic
rules of planet MONDE send you out on a
desperate mission to hunt for other civilizations,
set up colonies and establish a communications
station at the surface of the giant three
dimensional globe of stars in which they are
trapped. BUT you can rebel and fight the other
players to establish your own starbase in order to
pursue your own ends.
After solving the mysteries of the starglobe and
overcoming its dangers you can be the one to
return to MONDE to overcome the tyranny and
set yourself up as Lord of Monde — to rule the
STARGLOBE - while you can -
For introductory package and free launch of your
Starship send £2 to:
TIME PATTERNS
97 DEVONSHIRE ROAD,
BIRMINGHAM B20 2PG
Standard rate CI per turn, No deadlines. Timepatterns 051 523 4446
1 = 1-8-1
THEN
9009 LET pfl,cJ=l
9010 NEXT n: NEXT t
9016 GO TO 10
9017 LET x =RND
9020 IF x<.28 THEN LET
9025 IF x>=.23 AND X<„5
1=1-1
9030 IF x>=.5 AND X<.8 THEN
c =c +1
:» = . S THEN LET c = c - 1
<2 THEN LET t =2
>14 THEN LET 1=14
'' 2 THEN LET c =2
>29 THEN LET c =29
LET
LET
X
I
I
c
c
(x : . 25 i -
3 .THFN_1 FT
X > = , 3 fiND X < -
I X > = .25 F5ND
5
THEN
LET
9040 IF
9041 IF
9042 IF
9045 IF
9047 IF
9050 RETURN
9119 LET 1=1+
x < . 5.>
0-l~22> LET c =-c -j fx ;: =-. 75-J -fx ; = » 5— AND
x < . 75.1
.9J P*w. TF
9125 IF
t = 1 -1
9130 IF
C =c +1
9140 IF X>=,3 THEN LET c=c-l
9900 CLS : FOR n=l TO 7: BORDER
ri PftPER n-1: NEXT Tt
9910 PRINT INCREDIBLE YOU COLL
ECTED 5 KEYS" ' ' "THE KINGDOM IS Y
OURS RETURN IN TRIUMPH"
UIRN'T TO TRY IT AGAIN ? Y-'N"
9920 IF INKEY$ = " y " THEN GO TO 1
993© IF IMKEV$="n " THEN STOP
9940 GO TO 9920
00000000000000000000000000000000
X > = . 5 RND X < . 8 THEN LET
0
0
0
0
0
0
&€=
0
0
0^;
0
0=?
0
9
■-a
0
0
0
0
0
0
0
0
r£^0
0
0
0
0
j tin ma,l
^ U ri ORDER
SOFTWARE AT BETTER PRICES 0NLY
(Dept. MA) P.O. Box 107, Uxbridge, Middlesex, UB10 ORG
DRAGON 32
MAD MARTHA II
CHANNEL 8
MAD MARTHA II
GOLDEN BATON
R.R.P. £6.95 Our Price £6.25
TIME MACHINE
LEGEND
ARROW OF DEATH
VALHALLA
PULSAR 7
R.R.P. £14.95 Our Price £12.95
WIZARD OF AKYRZ
GILSOFT
FEASIBILITY EXP
THE QUILL
CIRCUS
R.R.P. £14.95 Our Price £12.95
RRP £9.95 Our Price £8.95
MELBOURNE HOUSE
PEAKSOFT
THE HOBBIT
DEATHS HEAD HOLE
R.R.P. £14.95 Our Price £12.95
LIONHEART
CRL
R.R.P £5.45 Our Price £4.95
WOODS OF WINTER
ALL MICRODEAL TITLES
R.R.P. £6.95 Our Price £6.95
R RP. £8.00 Our Price £7.75
COMMODORE 64
VIC 20
BUG BYTE
DURRELL
TWIN KINGDOM VALLEY
QUEST OF MERRAVID
RRP £9.50 Our Price £8.50
R.R.P. £7.95 Our Price £7.25
MELBOURNE HOUSE
QUICKSILVA
THE HOBBIT
TRADER TRILOGY
RRP £14.95 Our Price £12.95
R.R.P. £14.95 Our Price £12.95
DURRELL
TERMINAL
QUEST OF MERRAVID
RESCUE FROM CASTLE DREAD
R.R.P. £7.95 Our Price £7.25
MAGIC MIRROR
ALL CHANNEL 8
R.R.P. £9.95 Our Price £8.75
MYSTERIOUS ADDVENTURES
CHANNEL 8
R.R.P. £9.95 Our Price £8.95
BLACK SQUID
R.R.P. £9.95 Our Price £8.95
SPECTRUM
ANIROG
MIKROGEN
DUNGEONS
INHERITANCE
DARK DUNGEONS
GREAT BRITAIN LTD.
• R.R.P. £5.95 Our Price £5.50
ATARI OWNERS - The full range of Adventure International products
are available at Our Prices. Send SAE for full list
OR SEND SAE FOR OUR CATALOGUE
STATING MACHINE
March 1984 Micro Adventurer 47
TWO new adventures from Dial Software. Mediaeval
adventure or fantasy adventure for BBC Micro. £4.95p each
inc. or both for £7.50p. Hours of entertainment. Send
cheques to Dialsoft, 72 Downend Road, Downend, Bristol
BS16 5UE.
INTRIGUE SOFTWARE. TI-99/4A Graphic Adventures.
ADVENTURE MANIA. HCW reviewed Vol. 45. MANIA. Super
Graphics and Text £5.95 each. SAE for details. INTRIGUE
SOFTWARE (MA), Cranbrook Road, Tenterden, Kent TN30
6UJ. Dealers Welcome (05806) 4726.
Format 40/80 Club (BBC disc user group 5 Marsh Street,
Bristol BS1 4AA. Adventure situation always included
with monthly club disc. Sample issue £5.50. State drive
format.
ADVENTURE GAMES
PYRAMID Travel in search of the Pharaoh's death mask.
But can you beat the curse?
ESPIONAGE You are an agent of the K.G.B. Can you get
past the electrified fence and guards to steal a list of
British agents.
On cassette at £4.95 each.
EXODUS, 36 Penrice Drive,, Tividale, Warley, West
Midlands. B69 1UQ.
HAVE an adventurous New Year! The-Hobbit £12.95, level 9,
Digital Fantasia and Acornsoft Adventures £8.95.
Lothlorian, Fantasy Quest, Artie, Virgin, A&F and many
more all available at discount. (SAE stating machine.) Prices
fully inclusive. Chipmunk Software, 64 Cherryhill Avenue,
D'undonald BT16 OJD.
TEXAS TI99/4A software. Wide range available from £3.95.
Send s.a.e. for list. Apex Software (MA), Swiss Cottage,
Hastings Road, St. Leonards-on-Sea, Sussex TN38 8EA.
r
DISPLAY AD INDEX
A
37
C
»"> .11 *^ r .
ii irron i* Am r\i i + /ir<"»
pv
Dialsoft
^,.^...48
Dinital FantPtQia
A
o o
D 1 1 c k \aj n rt h
A O
E
F vnHi i q
A O
F
Format 40/80
48
G
Gilsoft
1
Incentive Software
Intorf O/^Q Pi iKImitinne
A O
1
Level 9
o
M
Melbourne House
20 & 21 -?fi & 97
M
hi
u
p
R
Red Shift
S
S.C.R. Adventures
R. Shepherd Software
T
£0.20
£0.40
£0.6C
£0.80
£1,00
£1.20
£1 40
£1.60
£1.80
£2.00
£2.20
£2.40
£2.60
£2.80
£3.00
£320
£3.40
£3.6C
£3.80
£4.00
£4.20
£4 40
Please continue on a separate sheet of papei
I make this words, at 20p per word so I enclose £
Name
Address
Telephone
Please cut out and send this form to: Classified Department, Micro Adventurer, 12-13 Little Newport Street
London WC2R 3LD
Here's my classified ad
(Please write your copy in capital letters on the lines below.)
48 Micro Adventurer March 1984
LET'S LOOK this month at
some of the problems be-
setting our adventurers, and
see if we can give some aid.
Speaking of which, if you are
stuck somewhere and need
some help don't just take!
You will have solved puzzles
which are keeping other
adventurers from progressing,
and they will be interested to
hear of your experiences.
The first problem is from
Mark Esler, in Castle of
Riddles (an A c o r n s o f t
program, for the Beeb
machines). You will need the
rod, Mark, don'i throw it
away. To solve the maze, try
this. 1 have encoded the clue,
as this is a popular program,
and many other adventurers
will be coming this way. If
you have just started on The
Castle, you may like to return
to this page at a future date.
Stating from the second letter
of the clue, read every other
letter. Upon reaching the end,
you should return to the first
letter and repeat the process.
OGDOANSODSRREOTOU
MRANNADTSMARYZSEOE
SXGIOTTTORM YACZOEL
WOAUVRESR
This should get you into a
very interesting part of the
adventure, but assumes that
you have com pleted the
MICRO Apple 11 Adventure
Zork I Problem How do you
open the grating in the clear-
ing? How can you go west from
the timber room with a light?
Name Laura Crean, 19 Temple
Sheen, London.
MICRO Vic 20 (16K)
Adventure Pharaoh's Tomb
Problem How do you get past
the swamp? Name Adrian
Mackenzie Address 69 Watling
St, Uddington, Glasgow.
MICRO Lynx Adventure
Colossal Adventure Problem
How do I open the clam and
find the treasure chest? Name
Christopher Day Address 19
Eden St, Saltburn, Cleveland.
MICRO Tl 99/4a Adventure
Pyramid of Doom Problem
How do you get past the giant
oyster, purple worm or iron
statue? Name Simon Bell
Address 10 Bransdale, Pine
Hills, Guisborough, Cleveland.
MICRO Spectrum 48K
Adventure The Hobbit
Problem How do you get home
from the dragon's lair?
Name Darren Cooper Address
White Lodge, Chastham
Lodge, Chatham Rd, Blue Bell
Hill, Aylesford, Kent.
If you need advice or
have some to offer
write to Tony Bridge,
Adventure Help, Micro
Adventurer, 12-13 Little
Newport St, London
WC2R 3LD
earlier part satisfactorily.
Castle of Riddles is an absorb-
ing, complex game in which
the many parts mesh together
like a large piece of
machinery.
The Colour Genie is a
machine which I am not
familiar with — the first letter
asking for help in a Genie
adventure arrived this morn-
ing, from Mrs Barbara Hidley
of Shropshire. She is currently
stuck in The Vegan Incident,
and can't open the crack in the
wall, or find a use for the
Brain Bomb.
In Quest 6, she can't find the
houseboat (and who is
Doonan). Can anyone help?
And yes, Mrs Hindley, you
should be able to set Micro
Adventurer at any newsagent.
If not ask him to order it for
you or better still take out a
subscription.
C J Tihanyi, of Clifton, is
playing Ghost Town, one of
the excellent Scott Adams
series, and is stuck at the
Tepee. Try a bit of music, C J,
and keep your sense of
rhythm.
I can't help you in Xenos,
which is for the TRS80 —
does anyone know how C J
can avoid getting blown up
when he opens the safe? As
for Artie's Inca Curse, to
dowse the fire you will need
to smother it in some way —
and don't forget to have a
source of light with you when
the fire goes out.
ADVENTURE CONTACT
MICRO Spectrum 48K
Adventure The Hobbit
Problem How do I escape the
pale bulbous eyes? Even
r
wearing the magic ring is no
protection from them. Name
David Blunden Address 49
Little Norton Lane, Sheffield.
HAVE YOU BEEN staring at the screen for days, or given
up in disgust, stuck in an adventure whose problems seem
insurmountable? Adventure Contact may be the answer.
This column is designed to put adventurers in touch with one
another. When you're stumped a fellow adventurer may be
able to help — and you may be able to solve other people's
problems. If you are having difficulties with an adventure,
fill in this coupon and send it to Adventure Contact, Micro
Adventurer, 12/13 Little Newport St, London WC2R 3LD.
We will publish Adventure Contact entries each month in
this special column.
Micro
Adventure
Problem
Name
Address
On the subject of Artie's
adventures, James Jennett,
of Widnes, has trouble on
Espionage Island. To get past
the lank (or rather to divert it)
you must HS1HNITNOEHTO
OLREC.
This brings me to a letter
from J R Jones, on a RAF
base down on deepest Dyfed.
He is stuck on Planet of
Death, which is also from
Artie. He is trying to get
through the forcefield. If you
have asked for help, J A, you
will have had a little message
about a waltz. Then do this:
EFAINRDETLHAESNEDRA
TNWCIEC.
Finally, onto the hot
favourite of the moment.
The Hobbit, of course,
continues to baffle and
intrigue people. Some are
stuck on Gollum's riddle — it
is an old chestnut and, of
course, obvious when you see
the answer: ETRHIESAMNA
SNW.
The Goblin's Dungeon is
the place where everybody gets
stuck at one time or another,
and about which I get more
pleas of help than anything
else. Try this; DGTEHTETN
HBORREI ANKTWOICNAD
RORWYGYOOWUEASNT.
As usual, let me know, of
your experiences.
MICRO Spectrum Adventure
The Hobbit Problem I cannot
get to the Lake town. I have
been to the long lake. Name
Kenneth MacMahon Address 6
Jubilee Gardens, Bearsden,
Glasgow, G61 2R7.
MICRO Dragon 32 Adventure
Black Sanctum Problem When
I return to the crypt with seven
items, the figure in white does
not return, why? Name Stuart
J. Toms Address 2 Claypits
Rd, Boreham, Essex.
MICRO CBM 64 Adventure
Fools Gold Problem Where do
you find the saw to make the
ladder? What use is the ancient
shovel? Name P. Angus
Address 141 Marlborough Rd,
Stoke, Coventry.
MICRO Dragon 32 Adventure
Adventure Zoo Problem I need
to know the route to the mage,
which is in the maze near the
pyramid. Name I. Feeney
Address 16 Surrey Way,
.Laindon West, Essex.
MICRO Spectrum Adventure
Planet of Death Problem How
do I pick up the flint on the
plateau? Name Paul King
Address 554 Goresbrook Rd,
Dagenham, Essex.
March 1984 Micro Adventurer 49
?[i¥OTO®M
Tony Roberts tests
your skill — send
your answers to
Competition Corner,
Micro Adventurer,
12-13 Little Newport
St, London WC2R
3LD
IF YOU have been following
this puzzle series so far, you
really must be beginning to
appreciate the finer points of
the black dragon, Tisch.
In her quest to resume the
prominent position that
dragons had formerly held,
she had forced you to help
her win back the rings of
power, but force is no longer
really needed — your rewards
for penetrating the millennia-
old defence around each ring
so far looks as if it will make
you very, very, rich.
You are also learning to
understand the logic of the
minds that created the
defences, such as those in this
puzzle.
You are to find the B ring
and it looks easy. Tisch has
placed it in this pile of box-
like containers, which is
strewn with debris. One of
them contains the ring. The
rest probably contain delay
surprises that you'd rather not
think about.
In order to conceal the
right box the B on its lid has
been replaced by an A, but
that's the very thing that
betrays the ring's location,
because the logical patter has
been disturbed.
As a tie-breaker complete
the following sentence in less
than 15 words. The best
simulations are . . .
. Your entry must arrive by the
last working day in March.
The winners and the solution
will be published in our May
issue.
You may only enter once.
Entries will not be acknow-
ledged and we cannot enter
into correspondence on the
result.
Winners
CLEVER Tisch outsmarted
many of our December and
January readers so there are
The best 20 answers we receive
will win a copy of Space Shuttle
from Microdeal. This simulation is
available on cassette for the Dragon
32, Spectrum 48K, Electron, Tandy
Colour, Atari, BBC B and
Commodore 64. The disk versions
available are for the Commodore
64, BBC B, Atari and Oric. Let us
know which version you want when
you send in your competition entry.
Help Tisch
recapture her
past glory
less than the 40 winners we had
anticipated for the two
competitions.
The December winners and
runners-up are: Graeme Foster,
of Bourne End; A J Hitchens,
of Bailrigg; G Colagiacomo, of
Edinburgh; K Baker, of
Illonois; D Gray, of Thet-
ford; W Perry, of Norbury
A Gale, of Ealing, W13
G Barrett, of Cheshunt
P Mullen, of Greyabbey;
C Reeves, of Southampton;
C Heath, of Norton
Lindsey.
The solution: the sequence
of rooms is 2 (take small
chest), 6 (put the pearls from
the chest into the vases: take
the vases, leave the chest), 8
(lower the vases with the rope,
untie the Ring and put it into
one of the vases), 7 and 5
(ignore the statue . . . you
have nothing with which to
remove the emerald). Then go
outside to relative freedom.
You end up with the pearls
and vases.
Only one entrant, P P Cock-
burn, of Cambridge, in the
January competition gave the
correct answer. But because of
the standard of entries we have
awarded prizes also to 13
runners-up. They are:
K Sampanthar, of York;
R Sheppard, of Blackpool;
J Lewis, of Fradley; A Moat,
of Glasgow; D L Tuck, of
Essex; T Brown, of Arklow;
E H Furnival, of Rochdale;
R J Allan, of Peterborough;
P Wallace, of Falkirk; D
Cummings, of New Herring-
ton; W Perry, of Norbury;
R M Henderson, of Sussex;
S Tooby, of Romford.
The solution: 66 minutes.
50 Micro Adventurer March 1984
VRiV QJ^JZtooto common ana
limitless cam! ? 4
mid all the same old adveniu
P
' I
and
to no* ami different adventures from Salamander Software.
In WMQS 01 W% you play £t. Roger Hfilcoe, reluctant
hero. The time is tlovember 19*2 - you must parachute into^
occupied hance. disguised as a Qerman Officer, infiltrate a %
secret arms laboratory hidden in a chateau, steal the plans \
and the prototype of a new bomb, and make good your |
escape back to Blighty. . , I
| Star of Wings of War.
W$ Jn 7H£ aicmwoov mcmm you. Moid q.
Vi^r Volestrangler the nth heir to the Volestrangler fortune, find
yourself bored out of your mind and looking for something to
do until the laundrette opens. There's nothing for it but to
leave your padded celt and search the wilds of Condon,
Moscow, Hanoi and Hfigan for the elusive Holy Qrail.
j(j|^Vf07 for sheep of a sensitive disposition.
;f %MfiVlS tlflSJy h H dmcnom
ftot the star of the Cricklewood Incident.
r
i
Stimulate yourself
Vlease add 50p p&p
£f.95 each.
orders. Send #5 SM /*
atalogue.
SOFT uu n R
1? tlorfotk Jlaal Brighton, Bfll 3fifi Telephone: Brighton (0Z?3) mm
Look for these other new releases from Salamander Software
DMQOH - V2S (sophisticated database) £1* 95 BBC - MM (original arcade action) £? 95
7WZT££ QMVHKS (Educational & fun) £9.95 BBCIi£tClHOn - TUZBO COmVUZZ (BASK compiler) £9.95
flow available are versions of our best selling IS? Might Simulator for BBC disk and MOJM Electron.
SPREAD THE WORD
EXPERIENCE THE DEVASTATING SOUND OF MICROSPEECH ON YOUR SPECTRUM
ju EVERYONE FINDS IT FUN BECAUSE IT'S EASY TO USE
(it says any word you want it to say)
AJ EXCLUSIVE TECHNOLOGY MEANS ALL SOUND IS NOW PUT THROUGH YOUR TV
P AND THE GAMES WITH SPEECH SPEAK FOR THEMSELVES
ULTIMATE.. Lunar Jetman BUG BYTE. .Birds and the Bees OCEAN. .Mr Wimpy.. Hunchback.. Moon Alert QUICKSILVA.. Mined Out ...
:...ROMIK..3D Monster Chase.. Shark Attack..Colour Clash MARTECK.BIastermind MOGUL. Las Vegas Lady CRYSTAL.The Island
DIGITAL FANTASIA.. Mysterious Adventures (Parts 1-1 0) LYVERSOFT.. Lunar Rescue BRITANNIA. .Grand Prix Driver CDS.. Time Bomb
ARCADIA.. Mushroom Mania PSS.. Blade Alley MR MICRO..Crazy Golf.. Punchy.. Harlequin DkTRONICS..Maziacs
(some of these games are new versions of original programs)
AND THIS ISN'T THE END OF IT!
NEW PROGRAMS FROM
POSTERN
VIRGIN
SALAMANDER
VISIONS
INCENTIVE
MIKROGEN
SOFTEK
ABBEX
ANIROG
AUTOMATA
HEWSON CONSULTANTS
RICHARD SHEPHERD
SOFTWARE PROJECTS
THOR
FANTASY
MICROMANIA
M.C.LOTHLORIEN
WILL BE APPEARING SOON
AVAILABLE FROM COMPUTER DEALERS NATIONWIDE INCLUDING
COMET . W.H.SMITH . JOHN MENZIES . WOOLWORTHS . GREENS . SPECTRUM
You won't wait long when you order from us!
Send to: MICRO SPEECH OFFER, P.O.BOX 1, GATESHEAD NE8 1AJ
or telephone: NEWCASTLE (0632) 824683
Please send me MICRO SPEECH units.
Name (Print clearly)
Address
Postcode
I enclose Cheque/Postal Order payable to " Micro Speech Offer"
or debit my Barclaycard/Access account No. I I I I I I I I I I I I I ~|
I understand that I can have my money back within 10 days of purchase if I am not delighted.
Please allow 21 days for delivery. 12 months parts and labour guarantee.
Signed Ref
COMPLETE DETAILS ARE ON OUR LEAFLET
PICK ONE UP FROM ANY STORE
C|U|R|R(A|H|
IjulSlPlElEM ONLY
£29.95
EACH
including p FREE SPEECH GAME "MYSTIC TOWER
ju COMPREHENSIVE MANUAL
ju DEMO CASSETTE